Gaming System
Patent Information
- Application Number
- JP2024127732
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-08-02
- Publication Date
- 2025-03-05
- Estimated Expiration
- 2044-08-02
AI Technical Summary
【0013】 本発明の遊技システムによれば、通信中継情報管理手段と通信中継実行手段を備える管理機能部が、遊技用装置と携帯端末との通信を中継するので、あたかも遊技用装置と携帯端末とが直接接続されて通信しているように見せかける仮想接続を実現できる。これにより、遊技客は携帯端末を介して遊技用装置にサービス要求を行えるので、遊技場内の様々なサービスを受けられるようになる。
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Figure 0007640155000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming system that can realize a virtual connection between a gaming device installed in a gaming parlor that does not have a function for direct communication and a mobile terminal carried by a player, making it appear as if they are directly connected and communicating with each other. [Background technology]
[0002] Gaming establishments provide games using gaming machines that use gaming media. To play a game, it is necessary to borrow gaming media that can be used for playing the game machine from the gaming establishment, so a gaming device with a function of lending gaming media is provided for each gaming machine. When money or a charged recording medium (such as an IC card) is inserted into a gaming device installed in the gaming establishment, a service of borrowing gaming media within the range of the available money is available. For example, in a pinball gaming machine, gaming balls are borrowed as gaming media, and the game is played by shooting the gaming balls into the gaming board. The gaming board of the pinball gaming machine is provided with a plurality of winning areas (winning holes), and a predetermined number of gaming balls are given to the player as prize gaming media based on the passing of the gaming ball through the winning area. On the other hand, in a slot machine, game medals are borrowed as game media, and the reels are spun by inserting game medals. A win or loss is determined based on the number of game medals inserted and the stopping status of the reel patterns, and in the event of a win, a predetermined number of game medals are awarded to the player as prize game media.
[0003] In recent years, mobile terminals such as smartphones and tablet devices have become widespread, and many players now own mobile terminals. Therefore, the applicant of the present application has proposed an amusement center management system that can provide players with a variety of services by simply and safely wirelessly connecting standard mobile terminals owned by players to the gaming devices in the amusement center (see, for example, Patent Document 1).
[0004] In the amusement center management system described in Patent Document 1, a mobile terminal carried by a player is wirelessly connected to the gaming devices installed in the amusement center, enabling mutual data communication, allowing the player to receive services within the amusement center via the mobile terminal. Services available within the amusement center include a game continuation service that prevents other players from using a gaming machine even if the player leaves the machine in the middle of playing, and a gaming medium rental service that uses electronic money that can be handled via a security chip in the mobile terminal. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] JP 2024-003514 A Summary of the Invention [Problem to be solved by the invention]
[0006] However, currently, gaming devices installed in amusement arcades are not equipped with short-range wireless communication capabilities as standard, and in order to wirelessly connect portable terminal devices carried by players to gaming devices, as in the invention described in Patent Document 1, gaming devices equipped with short-range wireless communication capabilities must be installed in each gaming arcade.
[0007] Therefore, an object of the present invention is to provide a gaming system that can realize a virtual connection that makes it appear as if a gaming device and a mobile terminal that do not have the function of direct communication are directly connected and communicating with each other. [Means for solving the problem]
[0008] In order to solve the above-mentioned problems, the gaming system according to the present invention includes a gaming device that is installed in association with a gaming machine that can be played using a gaming value and that can provide a gaming-related service that is an arbitrary service related to gaming, a portable terminal that is owned by a player and that can operate a gaming application program that can utilize the gaming-related service provided by the gaming device, and a management function unit that can communicate with both the gaming device and the portable terminal, wherein the gaming device includes a gaming device identification information presenting means that generates and displays an optically readable code that includes unique gaming device identification information set in the gaming device based on an operation by the player, and the portable terminal includes a management function unit that can display the gaming application program when the player operates the gaming device. and a communication relay information sending means for sending to the management function unit communication relay information including the gaming device identifying information acquired by the gaming device identifying information acquiring means and unique application identifying information set in the gaming application program, wherein the management function unit comprises a communication relay information managing means for managing the communication relay information sent from the mobile terminal, and a communication relay execution means for relaying communication between the mobile terminal and the gaming device identified based on the communication relay information managed by the communication relay information managing means.
[0009] In addition, in the above configuration, the communication relay information management means of the management function unit may manage the communication relay information only when an appropriate authentication result is obtained from the gaming device identified based on the communication relay information transmitted from the mobile terminal.
[0010] Furthermore, in the above configuration, the gaming device may provide, as the gaming-related service, a conversion of a valuable value into the gaming value and granting it to the gaming machine, and the management function unit may be equipped with a valuable management means for managing the deposit and withdrawal of the valuable linked to unique mobile terminal identification information set in the mobile terminal, and, based on the establishment of a predetermined valuable granting condition, granting part or all of the valuable value to the gaming device corresponding to the mobile terminal identified based on the communication relay information managed by the communication relay information management means, so that the player may operate the mobile terminal and / or the gaming device identified based on the communication relay information managed by the communication relay information management means of the management function unit to make a gaming value conversion request, thereby making it possible to use the gaming-related service of converting part or all of the valuable value granted to the gaming device into the gaming value and granting it to the gaming machine.
[0011] In addition, in the above configuration, the valuable management means of the management function unit may receive a valuable-value granting request transmitted by the player operating the gaming device, and determine that the valuable-value granting condition is met when approval for the valuable-value granting request is received from the gaming application program running on the mobile terminal.
[0012] In addition, in the above configuration, the valuable management means of the management function unit may receive a valuable-value granting request sent by the player operating the gaming application program running on the mobile terminal, and determine that the valuable-value granting condition is met when approval for the valuable-value granting request is received from the gaming device. Effect of the Invention
[0013] According to the gaming system of the present invention, a management function unit equipped with a communication relay information management means and a communication relay execution means relays communication between the gaming device and the mobile terminal, so that a virtual connection can be realized that makes it appear as if the gaming device and the mobile terminal are directly connected and communicating with each other. This allows players to make service requests to the gaming device via their mobile terminal, so that they can receive various services within the gaming facility. [Brief description of the drawings]
[0014] [Figure 1] 1 is a schematic configuration diagram of a gaming system according to an embodiment of the present invention. [Diagram 2] A functional block diagram showing the general functions of a gaming machine, a gaming device, a management function unit, and a mobile terminal. [Diagram 3] (A1) is an image diagram showing an example of a communication relay information management table managed by the cashless center. (A2) is an image diagram showing an example of a mobile balance management table managed by the cashless center. (B1) is an image diagram showing an example of a communication relay information management table managed by a relay device. (B2) is an image diagram showing an example of a deposit balance management table managed by a relay device. [Figure 4] 13 is a communication sequence diagram between the gaming device, a relay device, a cashless center, and the portable terminal, showing an example of a process of virtually connecting the portable terminal and the gaming device when a game starts. FIG. [Diagram 5] (A1) to (A5) are examples of the display screen of the gaming device in the process of establishing a virtual connection with the mobile terminal. (B1) to (B3) are examples of the display screen of the mobile terminal in the process of establishing a virtual connection with the gaming device. [Figure 6] FIG. 11 is a communication sequence diagram between the gaming device, the relay device, the cashless center, and the portable terminal, showing an example of authentication failure in the process of virtually connecting the portable terminal and the gaming device upon the start of a game. [Figure 7](A1) to (A5) are examples of the display screen of the gaming device when authentication fails during the process of establishing a virtual connection with the mobile terminal. (B1) to (B3) are examples of the display screen of the mobile terminal when authentication fails during the process of establishing a virtual connection with the gaming device. [Figure 8] FIG. 11 is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example of a process for making a cashless deposit requested from the gaming device. [Figure 9] (A1) to (A4) are examples of the display screen of a gaming device during the process of making a cashless deposit requested from the gaming device. (B1) to (B3) are examples of the display screen of a mobile terminal during the process of making a cashless deposit requested from the gaming device. [Figure 10] FIG. 11 is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example of a case where authentication from a mobile terminal is not obtained during the process of making a cashless deposit requested from a gaming device. [Figure 11] (1) to (3) are examples of the display screen on the gaming device when authentication from the mobile terminal cannot be obtained during the process of making a cashless deposit requested from the gaming device. [Figure 12] FIG. 11 is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a portable terminal, showing an example of a process for making a cashless deposit requested from a portable terminal. [Figure 13] (A1) to (A3) are examples of the display screen of a gaming device in the process of making a cashless deposit requested from a mobile terminal. (B1) to (B4) are examples of the display screen of a mobile terminal in the process of making a cashless deposit requested from the mobile terminal. [Figure 14] FIG. 11 is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example in which authentication fails during the process of making a cashless deposit requested from the mobile terminal. [Figure 15](A1) to (A3) are examples of the display screen of a gaming device when authentication fails during the process of making a cashless deposit requested from a mobile terminal. (B1) to (B4) are examples of the display screen of a mobile terminal when authentication fails during the process of making a cashless deposit requested from a mobile terminal. [Figure 16] This is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example of a process for performing a ball loan requested from the gaming device. [Figure 17] (A1) to (A3) are examples of the display screen of a gaming device in the process of making a ball loan requested from the gaming device. (B) is an example of the display screen of a mobile terminal in the process of making a ball loan requested from the gaming device. [Figure 18] This is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example of a process for performing a ball loan requested from a mobile terminal. [Figure 19] (A1) and (A2) are examples of the display screen of a gaming device in the process of lending balls requested from a mobile terminal. (B1) to (B4) are examples of the display screen of a mobile terminal in the process of lending balls requested from a mobile terminal. [Figure 20] 13 is a communication sequence diagram between the gaming device, the relay device, the cashless center, and the portable terminal, showing an example of a process for making a request to leave a seat from the portable terminal. FIG. [Figure 21] (A) is a display example of a display screen of a gaming device in the process of making a request to leave a seat from a mobile terminal. (B1) to (B4) are display examples of a display screen of a mobile terminal in the process of making a request to leave a seat from a mobile terminal. [Figure 22] A communication sequence diagram between the gaming device, the relay device, the cashless center, and the mobile terminal, showing an example of the process of performing an absence cancellation process requested from the mobile terminal. [Figure 23] (A1) to (A3) are examples of the display screen of the gaming device in the process of performing the absence cancellation process requested from the mobile terminal. (B1) to (B4) are examples of the display screen of the mobile terminal in the process of performing the absence cancellation process requested from the mobile terminal. [Figure 24] A communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example of a process for performing a leaving process and a leaving cancellation process requested from the gaming device. [Diagram 25] (A1) to (A6) are examples of display screens on a gaming device during the process of performing a leaving and leaving release process requested from the gaming device. (B1) to (B3) are examples of display screens on a mobile terminal during the process of performing a leaving and leaving release process requested from the gaming device. [Figure 26] FIG. 11 is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example of authentication failure during the process of performing an absence cancellation process requested from the gaming device. [Figure 27] (A1) to (A5) are examples of display screens on a gaming device when authentication fails during the process of leaving and canceling a seat request from the gaming device. (B1) and (B2) are examples of display screens on a mobile terminal when authentication fails during the process of canceling a seat request from the gaming device. [Figure 28] 11 is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a portable terminal, showing an example of a process for acquiring gaming information requested from the gaming device. FIG. [Figure 29] (A1) and (A2) are examples of the display screen of a gaming device in the process of acquiring game information requested from the gaming device. (B) is an example of the display screen of a mobile terminal in the process of acquiring game information requested from the gaming device. [Diagram 30] A communication sequence diagram between a gaming device, a relay device, a cashless center, and a portable terminal, showing an example of a process for acquiring game information requested from the portable terminal. [Diagram 31] (1) to (3) are examples of display screens on a mobile terminal in the process of acquiring game information requested from the mobile terminal. [Diagram 32] 13 is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a portable terminal, showing an example of a process for ending a game requested from the portable terminal. FIG. [Diagram 33] (A) is a display example of a display screen of a gaming device in the process of ending a game requested from a mobile terminal. (B1) to (B3) are display examples of a display screen of a mobile terminal in the process of ending a game requested from the mobile terminal. [Diagram 34] 13 is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a portable terminal, showing an example of a process for completing a game requested by the gaming device. FIG. [Diagram 35] (A1) to (A4) are examples of display screens on a gaming device in the process of ending a game requested by the gaming device. (B1) and (B2) are examples of display screens on a mobile terminal in the process of ending a game requested by the gaming device. [Diagram 36] FIG. 11 is a communication sequence diagram between the gaming device, the relay device, the cashless center, and the portable terminal, showing an example in which the portable terminal rejects a request from the gaming device to end a game during the process. [Figure 37] (A1) to (A4) are examples of the display screen of the gaming device when the mobile terminal rejects a request to end a game made by the gaming device. (B1) and (B2) are examples of the display screen of the mobile terminal when the mobile terminal rejects a request to end a game made by the gaming device. [Figure 38] A communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example of a case where authentication from a mobile terminal is not obtained in the process of completing a game requested by the gaming device. [Figure 39] (A1) to (A4) are examples of display screens on a gaming device when authentication from a mobile terminal is not obtained during the process of ending a game requested by the gaming device. (B) is an example of display screens on a mobile terminal when authentication from the mobile terminal is not obtained during the process of ending a game requested by the gaming device. [Diagram 40] 11 is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a portable terminal, showing an example of a process in which the gaming device determines that a communication end condition has been met and ends the game. FIG. [Diagram 41](A) is an example of a display screen on a gaming device when the gaming device determines that a communication end condition is met and ends the game. (B1) and (B2) are examples of display screens on a mobile terminal when the gaming device determines that a game end condition is met and ends the game. [Diagram 42] This is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example of a case where authentication from a mobile terminal is not obtained in the process in which the gaming device determines that a communication termination condition has been met and terminates the game. [Diagram 43] FIG. 13 is a communication sequence diagram (first half) between a gaming device B, a gaming device A, a relay device, a cashless center, and a portable terminal, showing an example of a process of performing a machine movement requested from the portable terminal. [Diagram 44] FIG. 13 is a communication sequence diagram (middle) between gaming device B, gaming device A, a relay device, a cashless center, and the mobile terminal, showing an example of a process of performing a machine movement requested from the mobile terminal. [Diagram 45] FIG. 13 is a communication sequence diagram (second half) between a gaming device B, a gaming device A, a relay device, a cashless center, and a portable terminal, showing an example of a process of performing a machine movement requested from the portable terminal. [Figure 46] (1) to (5) are examples of the display screen of the mobile terminal during the process of performing the table movement requested from the mobile terminal. [Figure 47] (A1) and (A2) are examples of the display screen of gaming device A (a machine currently being played) in the process of making a machine move requested from a mobile terminal. (B1) to (B5) are examples of the display screen of gaming device B (a machine to be moved to) in the process of making a machine move requested from a mobile terminal. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0015] Next, an embodiment of a gaming system 1 according to the present invention will be described in detail with reference to the attached drawings. As shown in FIG. 1, the gaming system 1 is connected to a plurality of gaming establishments 10 and a cashless center 20, and can be used by starting up a gaming application program (hereinafter, simply referred to as a "gaming app") on a mobile terminal 30 owned by a player. The mobile terminal 30 in the gaming system 1 is limited to a terminal capable of running a gaming app. The gaming app is not limited to an application program installed on the mobile terminal 30, but may be a Web app (application software utilizing the mechanism of the Web) that runs on a Web browser of the mobile terminal 30. The mobile terminal 30 is not limited to one owned by a player under contract with a communication carrier, but may be one borrowed from the gaming establishment 10, etc., as long as it is owned by a player who wishes to use a service in the gaming establishment 10 in the gaming establishment 10.
[0016] Each gaming facility 10 is equipped with a plurality of gaming machines 11, and a gaming device 12 is installed corresponding to each gaming machine 11, and a game can be played on the gaming machine 11 using gaming media that has been assigned as a gaming value by a gaming value assignment function of the gaming device 12. The gaming device 12 also has a function of providing a gaming-related service (described in detail later) that is any service related to a game, in response to a request from a player. The gaming-related service provided by the gaming device 12 can be used by operating a gaming app on a mobile terminal 30 owned by the player.
[0017] Within the gaming establishment 10, a relay device 14 (described in detail later) and a management device 15 (a device for comprehensively managing the gaming machines 11 and gaming devices 12 within the gaming establishment 10) are connected via a HUB 13. The management device 15 is equipped with functions such as a member management device and a sales management device so as to comprehensively manage various information within the gaming establishment 10, but a member management device and a sales management device may be provided separately from the management device 15. The member management device manages member information including personal information of registered players by linking it to unique identification information set in the mobile terminal 30 (such as a terminal ID, a chip ID within the terminal, or a unique number for an installed gaming app). The sales management device manages the converted value as the store's sales when it converts valuable value such as electronic money that can be used on the mobile terminal 30 held by the player into gaming value that can be used in games (including physical gaming media such as gaming balls and gaming medals, as well as electronic data treated as the quantity of gaming balls or gaming medals).
[0018] The gaming machines 11 installed in the gaming establishment 10 include pachinko machines and pachislot machines, which differ in the gaming media used for the game. In pachinko machines, gaming balls are used as gaming media, and the game is played by shooting the gaming balls into the gaming board. The gaming board is provided with a plurality of winning areas (winning holes), and when a gaming ball passes through a winning area as the game progresses, a predetermined number of gaming balls are given to the player as prize gaming media, and are counted as the number of acquired gaming media. On the other hand, in pachislot machines, gaming medals are used as gaming media, and the reels are rotated by inserting the gaming medals, and the reels stop when a stop button is operated or time passes. Then, if the stopped state of the reel patterns corresponds to a prize, a predetermined number of gaming medals are given to the player as prize gaming media, and are counted as the number of acquired gaming media. A gaming device 12 capable of controlling the lending of gaming balls as gaming media is connected to a pachinko machine using gaming balls as gaming media, and a gaming device 12 capable of controlling the lending of gaming medals as gaming media is connected to a pachislot machine using gaming medals as gaming media.
[0019] In addition, in the gaming machine 11, the number of gaming media consumed in a game and the number of gaming media acquired as a result of the game are not limited to a method of actually counting and managing physical gaming balls or gaming medals, but may also be a method of treating the number of gaming media consumed and the number of gaming media acquired as electronic information and counting and managing them through calculations.
[0020] In addition, the standard gaming device 12 installed in the gaming establishment 10 does not have a function for directly communicating with the mobile terminal 30 (a device with an electronic money payment function such as a smartphone or tablet terminal) held by the player, so the provision of gaming-related services cannot be directly requested from the mobile terminal 30 to the gaming device 12. Therefore, in the gaming system 1 of this embodiment, a management function unit 100 capable of communicating with both the gaming device 12 and the mobile terminal 30 is used to relay communication between the gaming device 12 and the mobile terminal 30. The management function unit 100 is composed of a relay device 14 in each gaming establishment 10 and a cashless center 20 outside the establishment. It is desirable to increase the reliability of the management function unit 100 by connecting the cashless center 20 and the relay device 14 of each gaming establishment 10 through a network with high communication quality and security performance.
[0021] In the gaming system 1, the gaming devices 12 installed in each gaming establishment 10 are connected to the relay device 14 of the management function unit 100 via an in-store network, and the mobile terminals 30 carried by visiting players are connected to the cashless center 20 of the management function unit 100 using wireless LAN such as Wi-Fi (registered trademark) or carrier communication. In other words, if the combination of a specific gaming device 12 and a specific mobile terminal 30 is managed by the management function unit 100, the management function unit 100 can relay communication between the specific gaming device 12 and the specific mobile terminal 30, thereby realizing a virtual connection that makes it appear as if the gaming device 12 and the mobile terminal 30 are directly connected and communicating. This allows the players to make service requests to the gaming device 12 via the mobile terminal 30, and thus allows them to receive various services within the gaming establishment 10.
[0022] In order for the management function unit 100 to relay communication between a specific gaming device 12 and a specific mobile terminal 30, it is necessary to set a combination of the specific gaming device 12 and the specific mobile terminal 30 required for communication relay as communication relay information, and execute communication relay based on the set communication relay information. For this purpose, the gaming device 12 is provided with a gaming device identification information presenting means, the mobile terminal 30 is provided with a gaming device identification information acquiring means and a communication relay information transmitting means, and the management function unit 100 is provided with a communication relay information managing means and a communication relay executing means.
[0023] The gaming device identification information presenting means of the gaming device 12 generates an optically readable code including the unique gaming device identification information U-id set in the gaming device itself and the gaming facility identification information H-id of the gaming facility 10 in which the gaming device itself is installed, based on the operation of the player, and displays it on a display unit such as a display panel. Note that the type of optically readable code is not particularly limited, and an appropriate code may be used depending on the required data capacity, such as a barcode which is a one-dimensional code, a stack type two-dimensional code in which this barcode is vertically stacked, or a matrix type two-dimensional code represented by a QR code (registered trademark). The gaming device identification information U-id may be an alphanumeric management number arbitrarily assigned in each gaming facility 10 or an individual identification number attached at the time of shipment from the manufacturer, as long as it can uniquely identify all gaming devices 12 managed in each gaming facility 10 using the gaming system 1, but if it is associated with the unit number of the gaming machine 11 to which the gaming device 12 is connected, the gaming device identification information U-id can be treated as the unit number of each gaming machine 11 in the gaming facility 10, which is highly convenient. Note that if the gaming device identification information U-id attached to the gaming device 12 is unique information that is not duplicated in all gaming facilities 10, there is no need to transmit the gaming facility identification information H-id, but in that case, the cashless center 20 needs information that can identify the relay device 14 of the gaming facility 10 in which the specific gaming device 12 is installed.
[0024] The gaming device identification information acquisition means of the mobile terminal 30 acquires the gaming device identification information U-id and the gaming store identification information H-id from an optically readable code (hereinafter, described as a two-dimensional code) displayed on the display unit of the gaming device 12, which is the gaming device identification information presentation means, based on the player's operation of the gaming app. A standard mobile terminal 30 has a function for reading and analyzing the two-dimensional code, and can be used from the gaming app. In addition, the communication relay information transmission means of the mobile terminal 30 transmits communication relay information including the gaming device identification information U-id and the gaming store identification information H-id acquired by the gaming device identification information acquisition means and the unique application identification information A-id set in the gaming app to the cashless center 20 of the management function unit 100. Note that the application identification information A-id may be unique information (for example, information of any number of digits combining alphanumeric characters, symbols, etc.) set in all gaming apps that can be operated by each mobile terminal 30 using the gaming system 1.
[0025] The communication relay information management means of the management function unit 100 manages the communication relay information (at least information capable of grasping the combination of the gaming device identification information U-id and the application identification information A-id) transmitted from the mobile terminal 30. The communication relay execution means of the management function unit 100 relays communication between the mobile terminal 30 and the gaming device 12 identified based on the communication relay information managed by the communication relay information management means. When the management function unit 100 is configured with the cashless center 20 and the relay device 14 of each gaming facility 10, each of the cashless center 20 and the relay device 14 is provided with the functions of the communication relay information management means and the communication relay execution means.
[0026] In addition, the cashless center 20 of the management function unit 100 has a function of managing a mobile terminal account linked to the mobile terminal identification information S-id of the mobile terminal 30 held by the player, so that, for example, a preregistered bank account or credit card company can be used to charge the mobile terminal account, or a cashless deposit can be made from the mobile terminal account to the gaming device 12 so that the account can be treated as a valuable asset. In the gaming system 1, the cashless center 20 manages communication relay information, so that the gaming device 12 corresponding to the mobile terminal 30 is specified as the deposit destination, eliminating the cumbersome task of specifying the gaming device 12 as the deposit destination, and enabling a convenient cashless deposit. Note that the mobile terminal identification information S-id may be any information (for example, information of any number of digits combining alphanumeric characters, symbols, etc.) that is not duplicated among the mobile terminals 30 using the gaming system 1, and may be a telephone number, a line contract number, a globally-shared international mobile equipment identity, or the like.
[0027] Next, with reference to FIG. 2, a schematic configuration of the gaming machine 11, the gaming device 12, and the management function unit 100 (the relay device 14 and the cashless center 20) will be described.
[0028] The gaming machine 11 includes a control unit 11a for controlling the game and a gaming device communication unit 11b for communicating with the gaming device 12. Various types of game information that are generated or change as the game progresses are output from the gaming machine 11 to the gaming device 12, and rental information for renting gaming media that can be used for the game is output from the gaming device 12 to the gaming machine 11.
[0029] The gaming device 12 that receives the gaming information from the gaming machine 11 includes a control unit 12a that controls main functions such as lending of gaming media, a gaming machine communication unit 12b that communicates with the gaming machine 11, a relay device communication unit 12c that controls communication with the relay device 14, and an encoded information presentation unit 12d that encodes and presents the unique gaming device identification information U-id and gaming store identification information H-id set in the device itself. For example, when a player selects to start playing by operating the menu on the display screen, a two-dimensional code is displayed as encoded information, and advance preparations for starting the game begin. In the gaming device 12, the control unit 12a, the encoded information presentation unit 12d, and the like work together to realize the function of the gaming device identification information presentation means described above.
[0030] When the gaming device 12 is virtually connected to the mobile terminal 30 via the management function unit 100, it may inquire the management device 15 about the membership information of the application identification information A-id of the gaming application running on the virtually connected mobile terminal 30, and may withdraw gaming media (savings gaming media) deposited in the gaming establishment 10 so that they can be used on the gaming machine 11. The gaming device 12 also manages the value deposited from the account of the mobile terminal 30 to be connected, and consumes part or all of the managed value, converts it into gaming value, and grants it to the gaming machine 11 based on the player's ball lending request.
[0031] The mobile terminal 30 includes a control unit 31 that comprehensively controls the communication functions and the operating functions of the application programs, an information management unit 32 that manages various information necessary for the operation control of the control unit 31, a wireless communication unit 33 that controls wireless communication such as wireless LAN and carrier communication, and an encoded information decoding unit 34 that decodes a two-dimensional code as encoded information displayed on the display unit of the gaming device 12 to obtain gaming device specific information U-id and gaming store specific information H-id, etc. In the mobile terminal 30, the camera function that takes an image and the encoded information decoding unit 34, etc. work together to realize the function as the gaming device specific information acquisition means described above, and the control unit 31, the wireless communication unit 33, etc. work together to realize the function as the communication relay information transmission means described above.
[0032] The relay device 14 in the management function unit 100 includes a control unit 14a that processes relay between the mobile terminal 30 and the gaming device 12 based on communication relay information of the managed object within the gaming establishment 10, an information management unit 14b that stores, updates and appropriately manages various information necessary for the control processing in the control unit 14a, a center communication unit 14c that communicates with the cashless center 20, and a gaming device communication unit 14d that controls communication with the gaming device 12. In the relay device 14, the control unit 14a, the information management unit 14b, etc. work together to realize the function as the communication relay information management means described above, and the center communication unit 14c, the gaming device communication unit 14d, etc. work together to realize the function as the communication relay execution means described above.
[0033] The cashless center 20 in the management function unit 100 includes a control unit 21 that performs overall processing of electronic money such as cashless charging to an account linked to a mobile terminal 30 held by a player and cashless deposit from the account to the gaming device 12, an information management unit 22 that stores, updates and appropriately manages various information necessary for the control processing in the control unit 21, a relay device communication unit 23 that communicates with the relay device 14 of each gaming facility 10, and a mobile terminal communication unit 24 that controls communication with the mobile terminal 30. In this cashless center 20, the control unit 21, the information management unit 22, etc. work together to realize the function as the communication relay information management means described above, and the relay device communication unit 23, the mobile terminal communication unit 24, etc. work together to realize the function as the communication relay execution means described above.
[0034] Furthermore, the cashless center 20 in the management function unit 100 manages the communication relay information, for example, in a communication relay information management table as shown in Fig. 3 (A1). That is, the communication relay information management table manages the combination of the application identification information A-id, the gaming device identification information U-id, and the gaming facility identification information H-id contained in the communication relay information transmitted from the mobile terminal 30. For example, for a communication whose source is the application identification information A-id "1234", it is known that the destination is the gaming device identification information U-id "0001". Therefore, the cashless center 20 can simply designate the gaming facility identification information H-id "X" of the gaming facility 10 where the corresponding gaming device 12 is installed and transfer it to the relay device 14.
[0035] On the other hand, the relay device 14 in the management function unit 100 manages the communication relay information in a communication relay information management table as shown in Fig. 3 (B1). Since all gaming devices 12 to be managed by the relay device 14 are installed inside the store, it is sufficient for the relay device 14 to manage combinations of application identification information A-id and gaming device identification information U-id. For example, when communication whose source is application identification information A-id "1234" is transferred from the cashless center 20, the relay device 14 knows that the destination is gaming device identification information U-id "0001", and by transmitting the communication to the corresponding gaming device 12, communication relay from the mobile terminal 30 with application identification information A-id "1234" to the gaming device 12 with gaming device identification information U-id "0001" is completed.
[0036] That is, in the gaming system 1, since the management function unit 100 manages the communication relay information, only the application identification information A-id or gaming device identification information U-id indicating the source of transmission is required, and there is no need to specify the destination one by one. Moreover, when registering communication relay information, it is sufficient to read the two-dimensional code displayed on the gaming device 12 by the player's own operation with the mobile terminal 30 that the player operates. That is, since the player only operates the mobile terminal 30 that he owns and the gaming device 12 that is nearby, he is not aware of the existence of the management function unit 100, and can feel as if the mobile terminal 30 and the gaming device 12 are directly connected.
[0037] The cashless center 20 manages a mobile account linked to the mobile terminal 30, and manages a mobile account corresponding to the mobile terminal identification information S-id, for example, using a mobile account management table as shown in FIG. 3(A2) in order to enable cashless deposit to the gaming device 12 within the account balance. Furthermore, in the gaming system 1, the application identification information A-id is used as membership information in the gaming establishment 10, so the mobile account management table is designed to identify the combination of the mobile terminal identification information S-id and the application identification information A-id. Note that while it is desirable to have a one-to-one correspondence between the mobile terminal identification information S-id and the application identification information A-id, when the gaming establishments 10 connected to the cashless center 20 belong to multiple chains and use different gaming apps for each chain, there is a possibility that multiple gaming apps will be installed on one mobile terminal 30. Therefore, management may be performed in which multiple application identification information A-ids correspond to one mobile terminal identification information S-id.
[0038] Meanwhile, since the relay device 14, which manages the communication relay information, mediates cashless deposits to the gaming devices 12 in the gaming establishment 10, it is also desirable for the relay device 14, which manages the communication relay information, to manage the mobile account management table of the mobile terminal 30, which is the subject of management of the communication relay information. Therefore, mobile account management information corresponding to the communication relay information is sent from the cashless center 20 to the relay device 14, and the relay device 14 also manages the mobile account management table. If the mobile account management information managed by the cashless center 20 is checked against the mobile account management information managed by the relay device 14 at an appropriate timing, such as when the communication relay is released upon completion of play, it may be possible to quickly discover any illegal withdrawal of gaming value that has taken place in the gaming establishment 10.
[0039] The relay device 14 may also manage the usage of the valuable value managed by the gaming device 12. In the gaming device 12, a ball lending operation is performed within the balance deposited cashlessly from the mobile account, gaming media equivalent to the gaming value of the amount used is provided to the gaming machine 11, and the amount used is managed as the sales of the gaming establishment 10, but the gaming value of the amount not used is returned to the mobile account again. Therefore, it is desirable to manage the same deposit balance management information as the deposit and withdrawal managed in the gaming device 12 in the relay device 14. The deposit balance management table is as shown in FIG. 3(B2), and can be managed by combining the mobile terminal identification information S-id and gaming device identification information U-id that can identify the mobile account with the gaming device deposit balance. When a cashless deposit is made, the gaming device deposit balance in the deposit balance management table is added, and the gaming device deposit balance in the deposit balance management table is subtracted based on sales signals, etc., from the gaming device 12 to the management device 15, allowing the relay device 14 to accurately grasp the gaming device deposit balance. Furthermore, if this deposit balance management table can also be managed by the cashless center 20, the cashless center 20 can also accurately grasp the balance in the gaming device 12 that is under management based on communication relay information, and the accurate balance of the gaming device 12 can be reported to the mobile terminal 30 that is under management at any time.
[0040] Next, an example of a procedure for virtually connecting the portable terminal 30 possessed by a player to the gaming device 12 corresponding to the gaming machine 11 on which the player wishes to start playing will be described. Fig. 4 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the portable terminal 30, showing an example of a process for virtually connecting the portable terminal 30 and the gaming device 12 when a game is started.
[0041] A player performs a game start operation on the touch panel of the gaming device 12 of an empty machine (a gaming machine 11 where no one is playing) where he / she wants to start playing. For example, as shown in Fig. 5 (A1), the game start operation is performed by pressing a game start button displayed on the screen, and a two-dimensional code as shown in Fig. 5 (A2) is displayed.
[0042] Before or after performing the above-mentioned game start operation on the gaming device 12, the player launches the gaming application (see FIG. 5(B1)) and selects the game start button, which allows the player to read a two-dimensional code such as a QR code (registered trademark) (see FIG. 5(B2)). As instructed on the screen, the two-dimensional code displayed on the display unit of the gaming device 12 is read using the camera function of the mobile terminal 30, and the gaming device specific information U-id and gaming store specific information H-id can be obtained from the two-dimensional code. Next, the mobile terminal 30 automatically transmits communication relay information including the application specific information A-id, gaming device specific information U-id, and gaming store specific information H-id to the cashless center 20.
[0043] The cashless center 20, which receives communication relay information from the mobile terminal 30, provisionally registers the application identification information A-id, gaming device identification information U-id, and gaming store identification information H-id as communication relay information, and transmits the communication relay information including the application identification information A-id and gaming device identification information U-id to the relay device 14 of the gaming store 10 identified by the gaming store identification information H-id.
[0044] The relay device 14 that receives the communication relay information from the cashless center 20 provisionally registers the application identification information A-id and the gaming device identification information U-id as communication relay information, and transmits the communication relay information including the application identification information A-id to the gaming device 12 identified by the gaming device identification information U-id.
[0045] The gaming device 12 that receives the communication relay information from the relay device 14 displays an authentication screen as shown in FIG. 5 (A3) and waits for the player to perform an authentication operation. For example, if the application identification information (hereinafter also referred to as application ID) A-id displayed on the screen of the mobile terminal 30 on which the gaming application is running is correctly input to the screen of the gaming device 12, the authentication judgment result will be OK. The contents of the authentication operation by the player are not particularly limited, and it is sufficient to confirm the probability that the holder of the mobile terminal 30 and the player operating the gaming device 12 are the same, such as a passcode arbitrarily generated by the mobile terminal 30 or a password set when the player who owns the mobile terminal 30 registers as a member in the gaming application. If the authentication judgment result is OK, the gaming device 12 transmits a message indicating the authentication result OK to the relay device 14, together with its own gaming device identification information U-id indicating the sender. Thereafter, the gaming device 12 displays a game start indication (see, for example, FIG. 5(A4)) for a predetermined period of time, and then displays a normal indication (see, for example, FIG. 5(A5)) indicating that the game can be continued.
[0046] The relay device 14, which has received the electronic message indicating the authentication result is OK and which includes the gaming device identification information U-id from the gaming device 12, properly registers the combination of the application identification information A-id and the gaming device identification information U-id, which includes the corresponding gaming device identification information U-id, as communication relay information. Then, the relay device 14 transfers the electronic message indicating the authentication result is OK and which includes the gaming device identification information U-id to the cashless center 20.
[0047] The cashless center 20, which has received the electronic message indicating the authentication result is OK and which includes the gaming device identifying information U-id from the relay device 14, properly registers the combination of the application identifying information A-id including the corresponding gaming device identifying information U-id, the gaming device identifying information U-id, and the gaming store identifying information H-id as communication relay information. Then, the cashless center 20 transfers the electronic message indicating the authentication result is OK and which includes the gaming device identifying information U-id to the mobile terminal 30 in which the application identifying information A-id is installed, which is the destination of the communication relay information.
[0048] The mobile terminal 30, which has received a message indicating that the authentication result is OK and which is accompanied by the gaming device identification information U-id from the cashless center 20, stores the gaming device identification information U-id of the gaming device 12 corresponding to the gaming machine 11 on which the player wishes to play as the destination, and displays a message indicating that the player can start playing (see, for example, FIG. 5(B3)) to inform the player that the player can play on the corresponding gaming machine 11. Note that after displaying the message indicating that the player can start playing for a predetermined period of time (for example, 5 seconds) on the mobile terminal 30, the message may automatically be switched to a normal display for playing the game, prompting the player to start playing.
[0049] In this way, when a virtual connection between a specific mobile terminal 30 and a gaming device 12 is established, gaming-related services that can be provided by the gaming device 12 (for example, a ball lending service, a seat leaving service, a gaming information providing service, etc.) can be used by communication with the mobile terminal 30. When a virtual connection is established, the specific pair of the mobile terminal 30 and the gaming device 12 relays communication by the management function unit 100 without specifying each other's destinations one by one, but it is desirable to store information on the virtually connected destinations at least while the virtual connection is maintained. In addition, in this gaming system 1, since the gaming device identification information U-id is the machine number of the gaming machine 11, the gaming device identification information U-id stored as the virtual connection destination can be used for display in the gaming app as the machine number of the gaming machine 11.
[0050] Next, an example of a case where a virtual connection between the portable terminal 30 possessed by a player and the gaming device 12 corresponding to the gaming machine 11 on which the player wishes to start playing has failed will be described. Fig. 6 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the portable terminal 30, showing an example of authentication failure in the process of virtually connecting the portable terminal 30 and the gaming device 12 in conjunction with the start of a game.
[0051] A player starts playing by pressing the start game button displayed on the screen as shown in Fig. 7(A1) on the touch panel of the vacant gaming device 12 where the player wants to start playing, and a two-dimensional code as shown in Fig. 7(A2) is displayed. When the player launches a gaming application on the mobile terminal 30 (see Fig. 7(B1)) and selects the start game button, it becomes possible to read a QR code (registered trademark) (see Fig. 7(B2)), and when the two-dimensional code is read by the mobile terminal 30, gaming device specific information U-id and gaming facility specific information H-id can be obtained from the two-dimensional code.
[0052] The mobile terminal 30 transmits communication relay information including the application identifying information A-id, gaming device identifying information U-id, and gaming store identifying information H-id to the cashless center 20. The cashless center 20 provisionally registers the application identifying information A-id, gaming device identifying information U-id, and gaming store identifying information H-id as communication relay information, and transmits the communication relay information including the application identifying information A-id and gaming device identifying information U-id to the relay device 14 of the gaming store 10 identified by the gaming store identifying information H-id. The relay device 14 provisionally registers the application identifying information A-id and gaming device identifying information U-id as communication relay information, and transmits the communication relay information including the application identifying information A-id to the gaming device 12 identified by the gaming device identifying information U-id.
[0053] The gaming device 12 that has received the communication relay information from the relay device 14 displays an authentication screen as shown in FIG. 7(A3) and waits for the player to perform an authentication operation. If an incorrect application identification information A-id is entered, an authentication failure screen as shown in FIG. 7(A4) is displayed. The authentication failure is allowed up to a predetermined number of times (e.g., three times), and the player is prompted to re-enter the application identification information A-id. However, if the authentication decision result is NG the predetermined number of times in succession, the gaming device 12 transmits a message indicating the authentication result NG to the relay device 14, with its own gaming device identification information U-id indicating the sender attached. Thereafter, the gaming device 12 displays a display indicating that play cannot be started (e.g., see FIG. 7(A5)) for a predetermined period of time, and then displays the normal display of vacant machines.
[0054] The relay device 14, which has received a message indicating that the authentication result is NG and which includes the gaming device identification information U-id from the gaming device 12, deletes the provisionally registered communication relay information including the corresponding gaming device identification information U-id, and then transfers the message indicating that the authentication result is NG and which includes the gaming device identification information U-id to the cashless center 20.
[0055] The cashless center 20, which has received a message indicating that the authentication result is NG and is accompanied by the gaming device identification information U-id from the relay device 14, deletes the provisionally registered communication relay information that includes the corresponding gaming device identification information U-id, and then transfers the message indicating that the authentication result is NG and accompanied by the gaming device identification information U-id to the mobile terminal 30 in which the application identification information A-id, which is the destination of the communication relay information, is installed.
[0056] The mobile terminal 30, which has received a message indicating that the authentication result is NG and includes the gaming device identification information U-id from the cashless center 20, stops the virtual connection with the gaming device identification information U-id of the gaming device 12 corresponding to the gaming machine 11 on which the user wishes to play, and discards the gaming device identification information U-id and the gaming facility identification information H-id read from the two-dimensional code of the gaming device 12. The mobile terminal 30 also displays a message indicating that the user cannot start playing (see, for example, FIG. 7(B3)).
[0057] In this way, in the gaming system 1 of the present embodiment, only when a proper authentication result (for example, input of application identification information A-id displayed on the mobile terminal 30) is obtained from the gaming device 12 identified based on the communication relay information transmitted from the mobile terminal 30, the cashless center 20 and the relay device 14 functioning as the management function unit 100 officially register the communication relay information as a management target, and enable communication between the specific paired mobile terminal 30 and gaming device 12 to be relayed. If authentication at the gaming device 12 is required, it can be confirmed that the player who possesses the mobile terminal 30 is in the vicinity of the paired gaming device 12, so that it can be determined that there is a high probability that the player will start playing on the gaming machine 11 corresponding to the gaming device 12 that has been authenticated. Note that if authentication at the gaming device 12 is omitted and a virtual connection between the specific paired mobile terminal 30 and gaming device 12 can be executed, the player can easily carry out the procedure to start playing, which increases convenience for the player. On the other hand, since it is expected that a person will reserve a gaming machine 11 as if reserving a seat even though he or she has no intention of starting playing immediately, operational measures are required so as not to reduce the operating rate of the gaming machine 11.
[0058] As described above, after a virtual connection between a specific pair of the mobile terminal 30 and the gaming device 12 is established and communication relay by the cashless center 20 and the relay device 14 becomes possible, in order to play on the gaming machine 11 connected to the gaming device 12, the gaming medium must be made available on the gaming machine 11. If the gaming device 12 has a value equivalent to cash, this value is converted into a gaming value and given to the gaming machine 11, so that the gaming medium can be used on the gaming machine 11. Hereinafter, a process of depositing a value into the gaming device 12 without inserting cash (cashless) (hereinafter referred to as a cashless deposit process) will be described with reference to Figs. 8 to 15.
[0059] FIG. 8 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of a process for making a cashless deposit requested from the gaming device 12.
[0060] When a cashless deposit request operation is performed on a gaming device 12 that is virtually connected to a specific mobile terminal 30 by operating to start playing (for example, see Figure 9 (A1)), the gaming device 12 generates a deposit code as authentication information and displays it so that the player can confirm it (for example, see Figure 9 (A2)), and transmits this authentication code and the gaming device identification information U-id of its own device to the relay device 14.
[0061] The relay device 14, which has received the deposit code and the gaming device identification information U-id from the gaming device 12, can identify the application identification information A-id corresponding to the gaming device identification information U-id from the communication relay information management table, and can identify the mobile terminal identification information S-id corresponding to the application identification information A-id from the mobile account management table. Then, the relay device 14 transmits the deposit code and the mobile terminal identification information S-id to the cashless center 20.
[0062] The cashless center 20, which has received the deposit code and the mobile terminal identification information S-id from the relay device 14, interprets this as a request for cashless deposit from the mobile account of the mobile terminal 30 corresponding to the mobile terminal identification information S-id to the gaming device 12 of the gaming device identification information U-id corresponding to the application identification information A-id of the mobile terminal 30. The cashless center 20 manages the deposits and withdrawals of valuables linked to the mobile terminal identification information S-id unique to the mobile terminal 30 in a mobile account management table, so that it can grasp the balance of the mobile account corresponding to the mobile terminal identification information S-id and can grasp the application identification information A-id of the mobile terminal 30 corresponding to this account. Therefore, in order to identify the gaming device 12 that is the target of the cashless deposit, the cashless center 20 identifies the gaming device identifying information U-id and gaming store identifying information H-id corresponding to the application identifying information A-id from the communication relay information management table, and transmits the store name, the gaming device identifying information U-id, the balance of the mobile account, and the deposit code generated by the gaming device 12 that performed the cashless deposit request operation to the mobile terminal 30 corresponding to the mobile terminal identifying information S-id.
[0063] The mobile terminal 30, which has received information on the cashless deposit (store name, gaming device identification information U-id, balance, deposit code) from the cashless center 20, prompts the player who owns the mobile terminal 30 to enter the deposit code for authentication and permission (see, for example, FIG. 9(B1)). When the player correctly enters the deposit code displayed on the virtually connected gaming device 12 into the mobile terminal 30 and presses the authentication button, it is determined that the authentication for the cashless deposit request and the player's permission have been obtained, and the player is allowed to select the deposit amount (see, for example, FIG. 9(B2)). Since the mobile terminal 30 is notified of the balance of the mobile account by the cashless center 20, it is desirable to adjust the selectable amount so that the selectable deposit amount does not exceed the balance of the mobile account. In addition, a screen prompting the player to charge the mobile account may be displayed on the mobile terminal 30 when the account balance is less than the minimum deposit amount.
[0064] When the player selects the amount to deposit, the mobile terminal 30 transmits the amount to be deposited and the mobile terminal identification information S-id to the cashless center 20, and the cashless center 20 then executes the cashless deposit by subtracting the amount of the deposit from the balance of the mobile account corresponding to the mobile terminal identification information S-id and updating the mobile account management table. Similarly, the relay device 14, which has received the amount of the deposit and the mobile terminal identification information S-id from the cashless center 20, also executes the cashless deposit by subtracting the amount of the deposit from the balance of the mobile account corresponding to the mobile terminal identification information S-id and updating the mobile account management table. The gaming device 12, which has received the amount of the deposit from the relay device 14, executes the cashless deposit by storing and managing the value of the amount of the deposit so that it can be used to lend out gaming media.
[0065] Note that the cashless deposit process may be treated as completed when a cashless deposit is executed on the gaming device 12. However, in order to increase reliability, in FIG. 8, after the cashless deposit process is executed on the gaming device 12, a deposit completion process is performed to notify the mobile terminal 30 that the deposit to the gaming device 12 has been completed.
[0066] Specifically, when the gaming device 12 that has executed the cashless deposit process transmits completion information and the gaming device identification information U-id to the relay device 14, the relay device 14 updates the deposit balance management table corresponding to the gaming device identification information U-id and transmits the completion information and the gaming device identification information U-id to the cashless center 20. The cashless center 20 that receives this selects the mobile account management table corresponding to the application identification information A-id to which the gaming device identification information U-id is connected, and updates the account balance by subtracting the cashless deposit amount. The mobile terminal 30 that has received the completion information from the cashless center 20 displays a completion message for the cashless deposit (see, for example, FIG. 9(B3)). Meanwhile, the gaming device 12 that has completed the cashless deposit also displays a completion message for the cashless deposit (see, for example, FIG. 9(A3)), but the timing from the execution of the cashless deposit to the display of the completion message for the cashless deposit may be slightly delayed in consideration of the delay time until the display of the completion message for the cashless deposit is displayed on the mobile terminal 30. In addition, once a predetermined time (e.g., 3 seconds) has elapsed since the cashless deposit completion display was displayed, the display screen of the gaming device 12 may automatically change to a normal display for gaming (e.g., see FIG. 9(A4)), prompting the player to start playing.
[0067] As described above, the cashless center 20 as the management function unit 100 manages the deposit and withdrawal of a valuable linked to the mobile terminal identification information S-id unique to the mobile terminal 30 in a mobile account management table, and enables a cashless deposit in which an amount (a part or all of the valuable) selected by a player on the mobile terminal 30 is granted to the gaming device 12 corresponding to the mobile terminal 30 by linking the cashless center 20 and the relay device 14 based on the establishment of a predetermined valuable granting condition, such as the execution of a cashless deposit request operation by operating the gaming device 12. That is, the management function unit 100 in the gaming system 1 has a function as a valuable management means that enables a cashless deposit. Then, the valuable management means receives a valuable grant request transmitted from the gaming device 12 by the player's operation, and determines that the valuable granting condition is established when the gaming application running on the mobile terminal 30 grants approval for the valuable grant request.
[0068] In addition, the gaming device 12 in this gaming system 1 does not have a function for handling a prepaid card in which a value is stored, but if a player operates the gaming device 12 to make a request for providing a value, the value to be converted into a gaming value usable in the gaming machine 11 can be provided to the gaming device 12 from the mobile account of the mobile terminal 30 (cashless deposit), so the convenience of the player is not impaired. On the other hand, there is a concern that an unauthorized cashless deposit may be made from the mobile account of the mobile terminal 30 to the gaming device 12, for example, when a third party who is not the owner of the mobile terminal 30 operates the gaming device 12 to make a request for providing a value, and high security is required for withdrawal from a mobile account. Therefore, in this gaming system 1, when a cashless deposit is made, an authentication operation on the mobile terminal 30 is mandatory, and if proper authentication is not obtained, the cashless deposit is not made. Figure 10 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of a case where authentication from the mobile terminal 30 is not obtained during the process of making a cashless deposit requested from the gaming device 12.
[0069] When a cashless deposit request operation is performed on a gaming device 12 that is virtually connected to a specific mobile terminal 30 by a game start operation (for example, see FIG. 11(1)), the gaming device 12 generates a deposit code as authentication information and displays it so that the player can confirm it (for example, see FIG. 11(2)), and transmits this authentication code and its own gaming device identification information U-id to the relay device 14. Then, information regarding the cashless deposit (store name, gaming device identification information U-id, balance, deposit code) is transmitted to the mobile terminal 30 via the relay device 14 and the cashless center 20.
[0070] At this time, if the mobile terminal 30 is in a state where it cannot communicate with the cashless center 20, or if the player does not notice the authentication / approval screen displayed on the mobile terminal 30, there will be no response from the mobile terminal 30 to the cashless center 20 even after a predetermined time (for example, one minute) has passed, and approval for the valuable grant request will not be obtained, so the valuable grant condition will not be met. Also, since it is pointless to continue waiting for a response from the mobile terminal 30 without the valuable grant condition being met and a cashless deposit being made in response to the valuable grant request, the absence of a response from the mobile terminal 30 to the cashless center 20 even after a predetermined time has passed is set as a cashless deposit invalidation condition. In other words, if a player who owns the mobile terminal 30 has himself / herself operated the gaming device 12 to make a cashless deposit request, he / she should have recognized that a deposit code needs to be entered from the mobile terminal 30. Therefore, if authentication and authorization is not performed on the mobile terminal 30, it is highly likely that a third party other than the player who owns the mobile terminal 30 has made the cashless deposit request. Therefore, if such a cashless deposit request is invalidated, the mobile account of the player who owns the mobile terminal 30 can be protected.
[0071] Therefore, when the cashless deposit invalidation condition is met, the cashless center 20 automatically decides to cancel the deposit without waiting for an instruction from the mobile terminal 30, and transmits invalidation information and the mobile terminal identification information S-id to the relay device 14, thereby causing the relay device 14 to cancel the deposit as well. The relay device 14 transmits the invalidation information to the gaming device 12 that requested the cashless deposit. The gaming device 12 that receives this invalidation information does not execute the cashless deposit, and displays a cashless deposit invalidation display (see, for example, FIG. 11(3)). In this way, by making authentication and permission by the mobile terminal 30 mandatory, it is possible to prevent a third party from executing a cashless deposit that the player does not want to make.
[0072] The cashless deposit invalidation condition is not limited to the absence of a response from the mobile terminal 30, but may be any condition that determines that the cashless deposit request operation from the gaming device 12 is not proper. For example, if a player who owns a mobile terminal 30 that is requested to authenticate and approve a cashless deposit selects to cancel the cashless deposit, causing the value granting condition to be not met, the cashless deposit invalidation condition may be that the cashless center 20 receives this refusal response.
[0073] Furthermore, the cashless deposit request operation may be performed not only from the gaming device 12 but also from the mobile terminal 30. Fig. 12 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of a process for making a cashless deposit requested from the mobile terminal 30. That is, here, the valuable management means provided in the management function unit 100 receives a valuable provision request transmitted by a player operating a gaming application running on the mobile terminal 30, and determines that approval of the valuable provision request from the gaming device 12 is received as the establishment of the valuable provision condition.
[0074] When a cashless deposit request operation is performed on a mobile terminal 30 that is virtually connected to a specific gaming device 12 by operating to start playing (see, for example, Figure 13 (B1)), the deposit amount can be selected (see, for example, Figure 13 (B2)). When the deposit amount is selected, the mobile terminal 30 generates a deposit code as authentication information and displays it so that the player can confirm it (see, for example, Figure 13 (B3)). The deposit code, the deposit amount, and the mobile terminal identification information S-id are then transmitted to the cashless center 20.
[0075] The cashless center 20 receives the deposit code, deposit amount, and mobile terminal identification information S-id from the mobile terminal 30 and can identify the application identification information A-id corresponding to the mobile terminal identification information S-id from the mobile account management table, and can identify the gaming device identification information U-id and gaming store identification information H-id corresponding to the application identification information A-id from the communication relay information management table, and then transfers the cashless deposit information (deposit code, deposit amount, mobile terminal identification information S-id) to the relay device 14 of the relevant store.
[0076] When relay device 14 receives information for cashless deposit from cashless center 20, it can identify the application specific information A-id corresponding to the mobile terminal specific information S-id from the mobile account management table, and can identify the gaming device specific information U-id corresponding to the application specific information A-id from the communication relay information management table, and therefore transmits the deposit code and deposit amount to the corresponding gaming device 12.
[0077] The gaming device 12, which has received information for cashless deposit (deposit code, deposit amount) from the relay device 14, prompts the player who has the mobile terminal 30 to perform authentication by inputting the deposit code (see, for example, FIG. 13(A1)). When the player correctly inputs the deposit code generated by the virtually connected mobile terminal 30 into the authentication screen of the gaming device 12 and presses the authentication button, it is determined that authentication and approval for the cashless deposit request has been obtained, and the relay device 14 transmits the authentication result OK and the gaming device identification information U-id to the relay device 14. The relay device 14 then transmits the authentication result OK and the mobile terminal identification information S-id to the cashless center 20 as a request to execute the cashless deposit.
[0078] The cashless center 20, which has received this, determines that the condition for providing the valuable value is met, updates the account balance in the mobile account management table (subtracts the deposit amount from the account balance), executes the cashless deposit, and transmits the subtracted deposit amount and the mobile terminal identification information S-id that can identify the mobile account to which the deposit is to be made to the relay device 14. The relay device 14, which has received this, updates the deposit balance management table (adds the deposit amount to the gaming device deposit balance corresponding to the gaming device identification information U-id), and transmits the deposit amount for the cashless deposit to the corresponding gaming device 12. The gaming device 12, which has received the deposit amount from the relay device 14, executes the cashless deposit by storing and managing the valuable value of the deposit amount so that it can be used to lend out gaming media. After this, if the above-mentioned deposit completion process is performed, the mobile terminal 30 displays the completion of the cashless deposit (for example, see FIG. 13(B4)), and the gaming device 12 also displays the completion of the cashless deposit (for example, see FIG. 13(A2)). In addition, after the gaming device 12 displays the completion of the cashless deposit, the display screen of the gaming device 12 may automatically change to a normal display for gaming (for example, see FIG. 13(A3)).
[0079] Also, when a cashless deposit request operation is performed from the mobile terminal 30, a cashless deposit invalidation condition that can determine that the cashless deposit request operation is not proper may be set. Fig. 14 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of authentication failure during the process of making a cashless deposit requested from the mobile terminal 30. That is, when the gaming device 12 does not approve the request for providing valuable value and the valuable value providing condition is not established, the cashless deposit invalidation condition is determined to be the first invalidation condition in which authentication using a deposit code has failed a predetermined number of times (e.g., three times) or the second invalidation condition in which a predetermined time (e.g., one minute) has passed without proper authentication and approval being obtained from the gaming device 12. If a third party who does not know the deposit code displayed on the mobile terminal 30 enters an incorrect deposit code into the gaming device 12 a predetermined number of times, or if a predetermined time has passed without the correct deposit code being entered, it is highly likely that this is not the request for the provision of valuable value that the original player who possesses the mobile terminal 30 desired, so the cashless deposit is invalidated. Note that only one of the first invalidation condition or the second invalidation condition may be used to determine whether the cashless deposit invalidation condition is met.
[0080] When a cashless deposit request operation is performed on a mobile terminal 30 virtually connected to a specific gaming device 12 by a game start operation (see, for example, FIG. 15(B1)), the deposit amount can be selected (see, for example, FIG. 15(B2)), and when the deposit amount is selected here, the mobile terminal 30 generates a deposit code as authentication information and displays it so that the player can confirm it (see, for example, FIG. 15(B3)), and transmits this deposit code, the deposit amount, and the mobile terminal identification information S-id to the cashless center 20. Then, via the cashless center 20 and the relay device 14, information for cashless deposit (deposit code, deposit amount) is transmitted to the gaming device 12 that is the target of the cashless deposit, and the player who has the mobile terminal 30 is prompted to enter the deposit code for authentication (see, for example, FIG. 15(A1)).
[0081] Here, when the player inputs a code different from the deposit code generated by the virtually connected mobile terminal 30 into the authentication screen of the gaming device 12 and presses the authentication button, the gaming device 12 displays an authentication failure screen indicating that the deposit code is incorrect because the code does not match the deposit code obtained through the relay device 14 (see FIG. 15(A2)). The authentication failure is graced up to a predetermined number of times (e.g., three times) and the player is prompted to re-enter the deposit code. However, if the result of the authentication judgment is NG for a predetermined number of times in a row, or if the correct deposit code is not input (the value imparting condition is not met) and a predetermined grace period (e.g., one minute) has elapsed and the cashless deposit invalid condition is met, the gaming device 12 sends a message of the authentication result NG to the relay device 14, with its own gaming device identification information U-id indicating the sender. Thereafter, the gaming device 12 displays a game start impossible display (e.g., see FIG. 15(A3)) for a predetermined period of time, and then displays an empty machine in the normal manner.
[0082] The relay device 14, which has received a message indicating that the authentication result is NG and has the gaming device identification information U-id attached from the gaming device 12, cancels the deposit and transfers the message indicating that the authentication result is NG and has the gaming device identification information U-id attached to the cashless center 20. The cashless center 20, which has received this, cancels the deposit and transfers the message indicating that the authentication result is NG to the mobile terminal 30. The mobile terminal 30, which has received this, discards the cashless deposit request and displays that the cashless deposit is invalid (see, for example, FIG. 15(B4)).
[0083] In this way, even if a cashless deposit request is made from a mobile terminal 30, by making authentication and permission by the gaming device 12 virtually connected to this mobile terminal 30 mandatory, it is possible to prevent a third party from making a cashless deposit that is not desired by the original player.
[0084] Next, a ball lending service, which is one of the game-related services that the gaming device 12 can provide, will be described with reference to Figures 16 to 19. This ball lending service is a game-related service in which a player operates the gaming device 12 or the mobile terminal 30 to make a game value conversion request, and part or all of the valuable value granted to the gaming device 12 is converted into game value and granted to the gaming machine 11.
[0085] Fig. 16 is a communication sequence diagram between the gaming device 12, relay device 14, cashless center 20, and mobile terminal 30, showing an example of the process of performing ball lending requested by the gaming device 12. In Fig. 16, a virtual connection capable of relaying communication between the gaming device 12 and the mobile terminal 30 is established by the game start operation, and a cashless deposit is also completed to provide the gaming device 12 with a valuable value that can be used for ball lending from a mobile account.
[0086] When a player makes a ball loan request as a value conversion request by pressing a ball loan button from a game menu in the gaming device 12 (for example, see FIG. 17(A1)), the player is prompted to select a loan amount within a range not exceeding the deposit balance of the gaming device 12 (for example, see FIG. 17(A2)). When the player selects the loan amount, the gaming device 12 confirms the loan amount and accepts the loan operation by the player, and transmits loan information converted into a gaming value equivalent to the loan amount to the gaming machine 11. Upon receiving this loan information, the gaming machine 11 performs a loan operation by paying out gaming media (gaming balls, gaming medals, etc.) equivalent to the gaming value or adding it as electronic data that can be used in games, and when the loan operation is completed, returns a loan completion signal, etc. to the gaming device 12.
[0087] The gaming device 12, which has confirmed the completion of the loan from the gaming machine 11, updates the deposit balance by subtracting the loan amount from the deposit balance, and displays the completion of ball loan (see, for example, FIG. 17(A3)). In addition, since the loan amount of the valuable value converted into gaming value becomes sales for the gaming facility 10, the gaming device 12 transmits sales information based on the loan amount to a sales management device (for example, the management device 15) of the gaming facility 10. In this way, by the player operating the gaming device 12 to make a gaming value conversion request, a gaming-related service can be used in which part or all of the valuable value granted to the gaming device 12 is converted into gaming value and granted to the gaming machine 11.
[0088] In addition, since the relay device 14 of this gaming system 1 uses a deposit balance management table to manage the deposit balance of the gaming device 12, the gaming device 12 that has updated the deposit balance transmits the loan amount to the relay device 14 together with the gaming device identification information U-id of the own device. The relay device 14, upon receiving this, updates the deposit balance by subtracting the loan amount from the gaming device deposit balance corresponding to the gaming device identification information U-id. In addition, if such a deposit balance management table is also managed by the cashless center 20, the relay device 14 transmits the loan amount and the gaming device identification information U-id to the cashless center 20, and the cashless center 20, upon receiving this, updates the deposit balance by subtracting the loan amount from the gaming device deposit balance corresponding to the gaming device identification information U-id (indicated by a two-dot chain line in FIG. 16).
[0089] Furthermore, when the mobile terminal 30 is also notified that ball lending has been performed on the gaming device 12, the cashless center 20 transmits the loan amount and the remaining balance to the mobile terminal 30 specified by the application identification information A-id, which is the destination of the communication relay information corresponding to the gaming device identification information U-id (shown by a two-dot chain line in FIG. 16). As a result, the loan result is displayed on the mobile terminal 30 (see FIG. 17(B) for example), and the loan amount for this ball lending operation and the remaining deposit balance in the gaming device 12 can be confirmed on the mobile terminal 30. For example, if the player who owns the mobile terminal 30 has not made a loan request on the gaming device 12, the player can notice the abnormality from the display of the loan result, and a quick response is possible.
[0090] The above-mentioned loan request (game value return request) can also be made from the mobile terminal 30 without directly operating the gaming device 12. That is, by having the player operate the mobile terminal 30 specified based on the communication relay information managed by the communication relay information management means of the management function unit 100 to make a loan request, a ball loan service can be used in which a part or all of the deposit amount stored and managed by the gaming device 12 is converted into game value and given to the gaming machine 11.
[0091] Fig. 18 is a communication sequence diagram between the gaming device 12, relay device 14, cashless center 20, and mobile terminal 30, showing an example of the process of performing ball lending requested from the mobile terminal 30. In Fig. 18, a virtual connection capable of relaying communication between the gaming device 12 and the mobile terminal 30 is established by the game start operation, and a cashless deposit is also completed that provides the gaming device 12 with valuables that can be used for ball lending from the mobile account.
[0092] When a player makes a ball loan request as a value conversion request by pressing the ball loan button from the menu of the gaming application on the mobile terminal 30 (for example, see FIG. 19(B1)), the player is prompted to select a loan amount within a range not exceeding the deposit balance of the gaming device 12 (for example, see FIG. 19(B2)). When the player selects the loan amount, the mobile terminal 30 confirms the loan amount and displays on the screen that the loan operation by the player has been accepted (for example, see FIG. 19(B3)), and transmits the loan amount and the application identification information A-id to the cashless center 20.
[0093] The cashless center 20, which has received this, identifies the destination gaming facility 10 based on the communication relay information managed in the communication relay information management table, and transmits the loan amount and the application identification information A-id to the corresponding relay device 14. The relay device 14, which has received this, identifies the destination gaming device identification information U-id based on the communication relay information managed in the communication relay information management table, and transmits the loan amount to the corresponding gaming device 12.
[0094] The gaming device 12, which has received the loan amount from the relay device 14 as a loan instruction, displays that ball loan is being executed (for example, see FIG. 19(A1)), and transmits loan information converted into a game value equivalent to the loan amount to the gaming machine 11. Upon receiving this loan information, the gaming machine 11 performs a loan operation by paying out game media (game balls, game medals, etc.) equivalent to the game value, or by adding it as electronic data that can be used in games, and when the loan operation is completed, returns a loan completion signal, etc. to the gaming device 12.
[0095] The gaming device 12, which has confirmed the completion of the loan from the gaming machine 11, updates the deposit balance by subtracting the loan amount from the deposit balance, and displays the completion of ball loan (for example, see FIG. 19(A2)). In addition, since the loan amount of the valuable value converted into the gaming value becomes the sales of the gaming facility 10, the gaming device 12 transmits sales information based on the loan amount to a sales management device (for example, the management device 15) of the gaming facility 10.
[0096] Next, the gaming device 12 transmits the loan completion result, the loan amount, and the gaming device identification information U-id associated with the execution of the loan operation to the relay device 14, and the relay device 14, upon receiving this, updates the gaming device deposit balance managed in the deposit balance management table, and relays the loan completion result, the loan amount, and the gaming device identification information U-id to the destination based on the communication relay information. Note that if there is only one cashless center 20, the relay device 14 only needs to transfer the deposit completion result, etc. to that cashless center 20, but if multiple cashless centers 20 are installed to allow multiple gaming systems to coexist, it is necessary to manage the corresponding cashless center 20 in the communication relay information and transmit by specifying the cashless center 20 corresponding to the gaming device identification information U-id of the sender.
[0097] The cashless center 20, which has received the loan completion result, the loan amount, and the gaming device identification information U-id from the relay device 14, transmits the loan completion result and the loan amount to the mobile terminal 30 of the application identification information A-id identified based on the communication relay information. The mobile terminal 30, upon receiving this, displays the completion of the loan operation (see, for example, FIG. 19(B4)). In this way, by the player operating the mobile terminal 30 to make a gaming value conversion request, a gaming-related service can be used in which part or all of the valuable value granted to the gaming device 12 is converted into gaming value and granted to the gaming machine 11.
[0098] Next, an away service, which is one of the game-related services that can be provided by the gaming device 12, will be described with reference to Fig. 20 to Fig. 27. This away service is a game-related service in which a player operates the gaming device 12 or the mobile terminal 30 to make a request to leave the game, thereby putting the gaming machine 11 corresponding to the gaming device 12 into an away state in which a third party cannot play, thereby allowing the player to leave the machine in peace.
[0099] Fig. 20 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the portable terminal 30, showing an example of a process of leaving a seat requested from the portable terminal 30. In Fig. 20, a virtual connection capable of relaying communication between the gaming device 12 and the portable terminal 30 is established by a game start operation.
[0100] When a player makes a request to leave the game by pressing the leave button from the menu of the game application on the mobile terminal 30 (for example, see FIG. 21(B1)), confirmation is requested using the machine number of the gaming machine 11 on which the game is suspended in order to leave the game (for example, see FIG. 21(B2)). When the player authenticates this, the mobile terminal 30 accepts the leave operation and transmits the leave request and the application identification information A-id to the cashless center 20.
[0101] The cashless center 20, which has received this, identifies the destination gaming facility 10 based on the communication relay information managed in the communication relay information management table, and transmits a leave request and the application identification information A-id to the corresponding relay device 14. The relay device 14, which has received this, identifies the destination gaming device identification information U-id based on the communication relay information managed in the communication relay information management table, and transmits a leave request to the corresponding gaming device 12.
[0102] The gaming device 12 that has received the leave request from the relay device 14 prevents the gaming machine 11 from continuing the game, and transitions to an absent state in which it does not accept game-related requests from the game menu. The gaming device 12 then transmits to the relay device 14 a processing result indicating that it has performed a processing operation in response to the leave request, and the gaming device identification information U-id. After transitioning to the absent state, the gaming device 12 displays an absent display (for example, see FIG. 21(A)) to inform third parties that the machine cannot be used for playing.
[0103] The relay device 14, which has received the processing result and the gaming device identification information U-id from the gaming device 12, relays the processing result and the gaming device identification information U-id to the destination based on the communication relay information. In this gaming system 1, since there is only one cashless center 20, the relay device 14 transfers the processing result and the gaming device identification information U-id to the cashless center 20. The cashless center 20, which has received the processing result and the gaming device identification information U-id from the relay device 14, transmits the processing result to the mobile terminal 30 of the application identification information A-id specified based on the communication relay information. The mobile terminal 30, which has received this, displays the completion of the leaving operation (for example, see FIG. 21(B3)). In addition, after the completion of the leaving operation is displayed, when a predetermined time (for example, 5 seconds) has elapsed, the display may automatically return to the normal display during the leaving operation (for example, see FIG. 21(B4)). In this way, by the player operating the mobile terminal 30 to make a request to leave the seat, the gaming device 12 is transitioned to an absent state so that the player cannot play on the gaming machine 11, and a leave service is available whereby the player can leave the machine in peace.
[0104] When a player who has left his / her seat for a break or the like using the above-mentioned away service returns, an away-seat cancellation operation is required in order to resume playing on the gaming machine 11. Fig. 22 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of a process for performing an away-seat cancellation process requested from the mobile terminal 30. In Fig. 22, a virtual connection capable of relaying communication between the gaming device 12 and the mobile terminal 30 is established by a game start operation, and the gaming device 12 is transitioned to an away-seat state by a away-seat operation.
[0105] When the gaming device 12 is in an Away state, it displays "Away" so as not to accept any operation by a third party (see FIG. 23(A1)). Meanwhile, in the gaming app of the mobile terminal 30, the "Away" menu is open (see, for example, FIG. 23(B1)). When the "Away" button is pressed here, authentication for "Away" is prompted (see, for example, FIG. 23(B2)). If authentication is obtained, it is accepted as an "Away" operation by the player, and the "Away" request and the app identification information A-id are sent to the cashless center 20.
[0106] The cashless center 20, which has received this, identifies the destination gaming facility 10 based on the communication relay information managed in the communication relay information management table, and transmits a leave cancellation request and the application identification information A-id to the corresponding relay device 14. The relay device 14, which has received this, identifies the destination gaming device identification information U-id based on the communication relay information managed in the communication relay information management table, and transmits a leave cancellation request to the corresponding gaming device 12.
[0107] The gaming device 12 that has received the absence cancellation request from the relay device 14 enables play on the gaming machine 11, cancels its own absence state, and displays a message indicating that the absence state has been cancelled (see, for example, FIG. 23(A2)). After the absence state is cancelled, if a predetermined time (for example, 5 seconds) has elapsed, the gaming device 12 may automatically return to a normal display in which requests for game-related services can be accepted (see, for example, FIG. 23(A3)). Next, the gaming device 12 transmits to the relay device 14 a processing result indicating that the processing operation in response to the absence cancellation request has been performed, together with the gaming device identification information U-id.
[0108] The relay device 14, which has received the processing result and the gaming device identification information U-id from the gaming device 12, relays the processing result and the gaming device identification information U-id to the destination based on the communication relay information. In this gaming system 1, since there is only one cashless center 20, the relay device 14 transfers the processing result and the gaming device identification information U-id to the cashless center 20. The cashless center 20, which has received the processing result and the gaming device identification information U-id from the relay device 14, transmits the processing result to the mobile terminal 30 of the application identification information A-id specified based on the communication relay information. The mobile terminal 30, which has received this, displays the completion of the away-from-seat cancellation operation (for example, see FIG. 23(B3)). In addition, after the completion of the away-from-seat cancellation operation is displayed, when a predetermined time (for example, 5 seconds) has elapsed, the normal display of the gaming application may be automatically restored (for example, see FIG. 23(B4)). In this way, the player can use the absence service to return the gaming device 12 from an absence state to a playable state by operating the mobile terminal 30 to make an absence cancellation request, thereby resuming play on the gaming machine 11.
[0109] In the above-mentioned leave service, a leave request and a leave cancellation request are made by operating the mobile terminal 30, but the player may operate the gaming device 12 to make the leave request and the leave cancellation request. Fig. 24 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of a process for performing the leave processing and the leave cancellation processing requested from the gaming device 12. In Fig. 24, a virtual connection capable of relaying communication between the gaming device 12 and the mobile terminal 30 is established by a game start operation.
[0110] When a player makes a request to leave by pressing an away button from the display menu on the gaming device 12 (see, for example, FIG. 25(A1)), the gaming device 12 asks for confirmation that the game will be suspended in order to leave (see, for example, FIG. 25(A2)). When the player authenticates this, the gaming device 12 accepts the away operation, prevents the gaming machine 11 from continuing the game, and transitions to an away state in which the gaming device 12 does not accept game-related requests from the game menu. Next, the gaming device 12 transmits an away message, which is the result of the away process in response to the away request, and the gaming device identification information U-id to the relay device 14. After transitioning to the away state, the gaming device 12 displays an away display (see, for example, FIG. 25(A3)) to inform third parties that the machine is unavailable for play.
[0111] The relay device 14, which has received the processing result and the gaming device identification information U-id from the gaming device 12, relays the away message and the gaming device identification information U-id to the destination based on the communication relay information. The cashless center 20, which has received the away message and the gaming device identification information U-id from the relay device 14, transmits the away message to the mobile terminal 30 of the application identification information A-id specified based on the communication relay information. The mobile terminal 30, which has received this, displays an away message (for example, see FIG. 25(B1)). In this way, the player can operate the gaming device 12 to request an absence, which transitions the gaming device 12 to an away state and makes it impossible to play on the gaming machine 11, allowing the player to use an away service that allows the player to leave the machine with peace of mind.
[0112] When a player who has left his / her seat for a break or the like returns to the machine after performing the above-mentioned away processing, an away display is displayed on the gaming device 12 (see, for example, FIG. 25(A3)). When the away screen is touched, a screen for canceling the away display is displayed (see, for example, FIG. 25(A4)). When the away display button is pressed on the screen, an application ID input screen for prompting authentication of the away display is displayed (see, for example, FIG. 25(A5)). That is, by using the application ID (application identification information A-id) of the gaming application installed on the mobile terminal 30 for authentication of the away display, a third party who does not possess the mobile terminal 30 virtually connected to the gaming device 12 cannot know the application ID (see, for example, FIG. 25(B1)) displayed on the application screen, and therefore it is difficult to cancel the away display. If the appropriate application identification information A-id is input to the gaming device 12 and the authentication is judged to be OK, the gaming machine 11 allows the player to play the game, and also cancels the away-from-seat state and displays a message indicating that the away-from-seat state has been cancelled (see, for example, FIG. 25(A6)). Note that, after the away-from-seat state is cancelled and a predetermined time (for example, 5 seconds) has elapsed, the display automatically returns to the normal display in which requests for gaming-related services can be accepted.
[0113] The gaming device 12 that has performed the absence cancellation transmits an absence cancellation message and the gaming device identification information U-id to the relay device 14. The relay device 14, which has received the absence cancellation message and the gaming device identification information U-id from the gaming device 12, relays the absence cancellation message and the gaming device identification information U-id to the cashless center 20. The cashless center 20, which has received the absence cancellation message and the gaming device identification information U-id from the relay device 14, transmits the absence cancellation message to the mobile terminal 30 of the application identification information A-id identified based on the communication relay information.
[0114] The mobile terminal 30 that has received the absence cancellation message from the cashless center 20 displays the absence cancellation (see, for example, FIG. 25(B2)). Note that when a predetermined time (for example, 5 seconds) has elapsed after the absence cancellation operation completion display, the normal display of the gaming app may be automatically restored (see, for example, FIG. 25(B3)). In this way, the player can use the absence service by operating the gaming device 12 to issue an absence cancellation request, which returns the gaming device 12 from an absence state to a playable state and allows the player to resume playing on the gaming machine 11.
[0115] If authentication fails when performing an absence cancellation operation on the gaming device 12, it is highly likely that a third party has touched the machine while the player was away, so it is desirable to maintain the absence state without freezing the gaming machine 11 so that the player who performed the absence operation is not put at a disadvantage. Fig. 26 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of authentication failure during the process of performing absence cancellation processing requested by the gaming device 12.
[0116] The gaming device 12 in the absent state displays "Away" (see, for example, FIG. 27(A1)), and when this absent screen is touched, a screen for canceling the absence is displayed (see, for example, FIG. 27(A2)), and when the absent button is pressed here, an application ID input screen for prompting authentication of the absence cancellation is displayed (see, for example, FIG. 27(A3)). That is, by using the application ID (application identification information A-id) of the gaming application installed in the mobile terminal 30 for authentication of the absence cancellation, a third party who does not possess the mobile terminal 30 virtually connected to the gaming device 12 cannot know the application ID (see, for example, FIG. 27(B1)) displayed on the application screen, and therefore it is difficult to cancel the absence.
[0117] The gaming device 12 waits for an authentication operation by the player, and when an incorrect application identification information A-id is input, an authentication failure screen as shown in FIG. 27(A4) is displayed. The authentication failure is allowed up to a predetermined number of times (for example, three times), and the player is prompted to re-input the application identification information A-id. In the gaming system 1, the absence release failure condition is determined to be the first failure condition in which the result of the authentication judgment is NG for a predetermined number of times in succession, or the second failure condition in which the correct application identification information A-id is not input even after a predetermined time has elapsed. When the absence release failure condition is satisfied, the gaming device 12 transmits a message of absence release NG to the relay device 14, with its own gaming device identification information U-id indicating the transmission source. After that, the gaming device 12 displays an absence release failure display (for example, see FIG. 27(A5)) for a predetermined time, and then returns to the absence display. It should be noted that only the first failure condition or the second failure condition may be used to determine whether the absence cancellation failure condition is met.
[0118] The relay device 14, which has received a message indicating that the absence request cannot be cancelled and which includes the gaming device identification information U-id from the gaming device 12, transfers the message indicating that the absence request cannot be cancelled and the gaming device identification information U-id to the cashless center 20. The cashless center 20, which has received the message indicating that the absence request cannot be cancelled and the gaming device identification information U-id from the relay device 14, transmits the message indicating that the absence request cannot be cancelled to the mobile terminal 30, which is the destination based on the communication relay information. The mobile terminal 30, which has received the message indicating that the absence request cannot be cancelled from the cashless center 20, displays a message indicating that the absence request cannot be cancelled (see, for example, FIG. 27(B2)). For example, if the player who owns the mobile terminal 30 has not made a request to cancel the absence request on the gaming device 12, the player can notice something unusual from the message indicating that the absence request cannot be cancelled, and therefore can take a quick action.
[0119] Next, a game information providing service, which is one of the game-related services that can be provided by the gaming device 12, will be described with reference to Fig. 28 to Fig. 31. This game information providing service is a game-related service that allows the mobile terminal 30 to receive various information related to games played on the gaming machine 11 connected to the gaming device 12.
[0120] Fig. 28 is a communication sequence diagram between the gaming device 12, relay device 14, cashless center 20, and mobile terminal 30, showing an example of a process for acquiring game information requested by the gaming device 12. In Fig. 28, a virtual connection capable of relaying communication between the gaming device 12 and the mobile terminal 30 is established by a game start operation, and a cashless deposit is also completed to provide the gaming device 12 with a valuable value that can be used for ball lending from a mobile account.
[0121] A gaming medium is lent out to convert a negotiable value deposited cashlessly into the gaming device 12 into a gaming value and given to the gaming machine 11, and when a game is started on the gaming machine 11, various gaming information accumulated as the game progresses is stored in the gaming device 12. Note that the gaming information that can be provided by the gaming information providing service is not particularly limited, and any gaming-related information obtained from the gaming machine 11 or information managed by the gaming device 12 itself can be provided. For example, game information includes deposit (total amount deposited from a mobile account), consumption (total loan amount consumed for ball lending), count (number of prize game media of the game machine 11 counted as the number of acquired game media), replay (number of game media used for playing on the game machine 11 by withdrawing saved balls deposited in the game store 10), jackpot (number of times a game state in which a special game in which a large amount of game profit can be obtained in a relatively short period of time has been entered), number of spins (number of times a game has been played on the game machine 11), number of chance hits (number of times a probability-varying hit has been drawn), out (total number of game media used for playing), and safe (total number of game media obtained as a prize as a result of playing).
[0122] When a player presses the gaming information button from the menu of the gaming device 12 to request game information (see, for example, Figure 29 (A1)), a confirmation message for the game information request is displayed (see, for example, Figure 29 (A2)). When the player selects to execute the game information request, the game information acquisition operation is accepted by the gaming device 12, and the game information transmission process described below is performed.
[0123] In the game information transmission process, first, the gaming device 12 transmits the game information and the gaming device identification information U-id that identifies the gaming device itself to the relay device 14, and the relay device 14, upon receiving the game information, transfers the game information and the gaming device identification information U-id to the cashless center 20. The cashless center 20, which receives the game information and the gaming device identification information U-id from the relay device 14, transmits the game information to the mobile terminal 30, which is the destination based on the communication relay information. The mobile terminal 30, which receives the game information from the cashless center 20, displays the game information (for example, see FIG. 29(B)). That is, the game information from the gaming device 12 is relayed by the relay device 14, which is the management function unit 100, and the cashless center 20, and is delivered to the mobile terminal 30.
[0124] The gaming information service can also be received by operating the mobile terminal 30. Fig. 30 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of a process for acquiring gaming information requested from the mobile terminal 30. In Fig. 30, a virtual connection capable of relaying communication between the gaming device 12 and the mobile terminal 30 is established by a game start operation, and a cashless deposit that provides a valuable value that can be used for ball lending from a mobile account to the gaming device 12 is also completed, and gaming information accumulated as the game progresses on the gaming machine 11 is stored in the gaming device 12.
[0125] When a player presses a gaming information button from the menu of the mobile terminal 30 to make a gaming information acquisition request (see, for example, FIG. 31(1)), a confirmation of the gaming information acquisition request is displayed (see, for example, FIG. 31(2)), and when the player selects to execute the gaming information acquisition request, the gaming information acquisition operation is accepted by the mobile terminal 30. The mobile terminal 30 that accepted the gaming information acquisition operation transmits the gaming information acquisition request and the application identification information A-id to the cashless center 20, and the cashless center 20 that received this transfers the gaming information acquisition request and the application identification information A-id to the relay device 14 of the gaming facility 10 based on the communication relay information. The relay device 14 that received the gaming information acquisition request and the application identification information A-id from the cashless center 20 transmits the gaming information acquisition request to the gaming device 12 that is the destination based on the communication relay information.
[0126] The gaming device 12 to which the gaming information acquisition request is transmitted from the relay device 14 accepts the request as a gaming information acquisition request from the mobile terminal 30, which is the communication destination based on the communication relay information. When the gaming device 12 accepts the gaming information acquisition request, the above-mentioned gaming information transmission process is performed, and the gaming information transmitted from the gaming device 12 is delivered to the mobile terminal 30 via the relay device 14, which is the management function unit 100, and the cashless center 20, and the mobile terminal 30 that receives the gaming information displays the gaming information (for example, see FIG. 31(3)). That is, even if a gaming information acquisition request is made from the mobile terminal 30, the gaming device 12 can provide the gaming information service.
[0127] As described above, while the communication relay information capable of relaying communication between a specific mobile terminal 30 and a gaming device 12 is managed by the cashless center 20 and the relay device 14, which are the management function unit 100, a player who possesses the mobile terminal 30 can exclusively use the gaming machine 11 connected to the gaming device 12 paired with the mobile terminal 30. Therefore, if a player continues to exclusively use the gaming machine 11 without playing a game on it, other players cannot use it, resulting in a loss of profit opportunities, which may be a factor in reducing the profits of the gaming establishment 10. Therefore, the communication relay information management means provided in the management function unit 100 of this gaming system 1 is configured to terminate the relay of communication between the mobile terminal 30 and the gaming device 12 by the communication relay execution means by excluding the communication relay information corresponding to the mobile terminal 30 and the gaming device 12 for which the communication termination condition is satisfied from the management objects based on the predetermined communication termination condition being satisfied for the mobile terminal 30 and the gaming device 12 specified based on the communication relay information to be managed.
[0128] The most common condition for ending communication is when a player performs a game ending operation via the mobile terminal 30 or the gaming device 12. Fig. 32 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of a process for ending a game requested from the mobile terminal 30. In Fig. 32, a virtual connection capable of relaying communication between the gaming device 12 and the mobile terminal 30 is established by a game start operation, and the gaming machine 11 connected to the gaming device 12 paired with the mobile terminal 30 is in exclusive use of the player who owns the mobile terminal 30.
[0129] Here, when the player presses the game end button from the menu of the mobile terminal 30 to request to end the game (see, for example, FIG. 33(B1)), a confirmation of the game end request is displayed (see, for example, FIG. 33(B2)), and when the player selects to execute the game end, the game end operation is accepted by the mobile terminal 30. The mobile terminal 30 transmits a game end confirmation message and the application identification information A-id to the cashless center 20, and the cashless center 20, which has received this, transfers the game end confirmation message and the application identification information A-id to the relay device 14 of the gaming facility 10 based on the communication relay information. The relay device 14, which has received the game end confirmation message and the application identification information A-id from the cashless center 20, transmits the game end confirmation message to the gaming device 12, which is the destination based on the communication relay information.
[0130] The gaming device 12 that has received the message of game end confirmation from the relay device 14 performs game end processing. The game end processing is a general process for making the gaming machine 11 available for use by other players, such as counting the number of loaned gaming media and prize gaming media remaining in the gaming machine 11 and transmitting them to the management device 15 as balls held by the member linked to the application identification information A-id. When the game end processing is performed by the gaming device 12, the following relay cancellation processing is executed.
[0131] In the relay cancellation process, first, the gaming device 12 cancels the communication relay by deleting the registration of the mobile terminal 30, which is the communication destination by the virtual connection, and transmits a relay cancellation message and the gaming device identification information U-id to the relay device 14. The relay device 14, which receives this, transfers the relay cancellation message and the gaming device identification information U-id to the cashless center 20, and deletes the communication relay information set for the application identification information A-id and the gaming device identification information U-id (or removes it from the management target and stores it in the past communication relay information history). The cashless center 20, which receives the relay cancellation message and the gaming device identification information U-id from the relay device 14, transmits a relay cancellation message to the mobile terminal 30, which is the transmission destination based on the communication relay information, and deletes the communication relay information set for the application identification information A-id and the gaming device identification information U-id (or removes it from the management target and stores it in the past communication relay information history). The portable terminal 30 that has received the relay cancellation message from the cashless center 20 cancels the communication relay by deregistering the gaming device 12 that is the communication destination via the virtual connection.
[0132] That is, when the relay cancellation process is executed, the communication relay between the mobile terminal 30 and the gaming device 12, which is performed by the relay device 14, which is the management function unit 100, and the cashless center 20 based on the communication relay information, is cancelled, and the gaming machine 11 connected to the gaming device 12 becomes vacant and can be used by other players. After the relay cancellation process is performed on the gaming device 12, a game end display (for example, see FIG. 33(A)) may be performed to notify that the game on the gaming machine 11 connected to this gaming device 12 has ended. Similarly, after the relay cancellation process is performed on the mobile terminal 30, a game end display (for example, see FIG. 33(B3)) may be performed to notify that the game on the gaming machine 11 connected to the gaming device 12, whose virtual connection with this mobile terminal 30 has been released, may be performed.
[0133] In addition, the game end operation may be performed not only from the mobile terminal 30 but also from the gaming device 12. In this case, it is desirable to consider the possibility that a third party other than the player who owns the mobile terminal 30 may operate the gaming device 12. FIG. 34 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of a process of performing a game end request from the gaming device 12. In FIG. 34, a virtual connection capable of relaying communication between the gaming device 12 and the mobile terminal 30 is established by the game start operation, and the gaming machine 11 connected to the gaming device 12 paired with the mobile terminal 30 is in a state of exclusive use by the player who owns the mobile terminal 30.
[0134] Here, when the player presses the game end button from the menu of the gaming device 12 to request to end the game (for example, see FIG. 35(A1)), a confirmation of the game end request is displayed (for example, see FIG. 35(A2)), and when the player selects to execute the game end, the game end operation is accepted by the gaming device 12. At this time, the gaming device 12 displays a warning on the mobile terminal 30 (for example, see FIG. 35(A3)) to inform the player that authentication is required on the mobile terminal 30. Next, the gaming device 12 transmits a message confirming the game end and the gaming device identification information U-id of its own device, which is the sender, to the relay device 14, and the relay device 14, which has received this, transfers the message confirming the game end and the gaming device identification information U-id to the cashless center 20 based on the communication relay information. The cashless center 20 receives the game end confirmation message and the gaming device identification information U-id from the relay device 14, and transmits the game end confirmation message to the mobile terminal 30, which is the destination based on the communication relay information.
[0135] The mobile terminal 30, which has received a game end confirmation message from the cashless center 20, displays a confirmation of the game end request (see FIG. 35(B1) for example), and when the player selects to end the game, the game end operation is accepted by the mobile terminal 30. The mobile terminal 30 transmits a game end confirmation message and the application identification information A-id to the cashless center 20, and the cashless center 20, which has received this, transfers the game end confirmation message and the application identification information A-id to the relay device 14 of the gaming store 10 based on the communication relay information. The relay device 14, which has received the game end confirmation message and the application identification information A-id from the cashless center 20, transmits the game end confirmation message to the gaming device 12, which is the destination based on the communication relay information. The gaming device 12, which has received the game end confirmation message from the relay device 14, performs game end processing.
[0136] After the game end process is performed as described above, the relay release process described above is executed, and the communication relay between the mobile terminal 30 and the gaming device 12, which is performed by the relay device 14, which is the management function unit 100, and the cashless center 20 based on the communication relay information, is released, and the gaming machine 11 connected to the gaming device 12 becomes an empty machine. After the relay release process is performed on the gaming device 12, a game end display (for example, see FIG. 35(A4)) may be performed to notify that the game on the gaming machine 11 connected to this gaming device 12 has ended. Similarly, after the relay release process is performed on the mobile terminal 30, a game end display (for example, see FIG. 35(B2)) may be performed to notify that the game on the gaming machine 11 connected to the gaming device 12, whose virtual connection with this mobile terminal 30 has been released, may be performed.
[0137] On the other hand, there is a possibility that the end of the game is not authenticated by the mobile terminal 30, for example, when a third party other than the player who owns the mobile terminal 30 performs a game end operation from the gaming device 12. Fig. 36 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example in which the mobile terminal 30 rejects a game end request made by the gaming device 12 during the process of the request. In Fig. 36, a virtual connection capable of relaying communication between the gaming device 12 and the mobile terminal 30 is established by the game start operation, and the gaming machine 11 connected to the gaming device 12 paired with the mobile terminal 30 is in a state of exclusive use by the player who owns the mobile terminal 30.
[0138] When a player presses a game end button from the menu of the gaming device 12 to request to end the game (see, for example, FIG. 37(A1)), a confirmation of the game end request is displayed (see, for example, FIG. 37(A2)), and when the player selects to execute the game end, the game end operation is accepted by the gaming device 12. At this time, the gaming device 12 displays a warning on the mobile terminal 30 (see, for example, FIG. 37(A3)) to inform the player that authentication is required on the mobile terminal 30. Next, the gaming device 12 transmits a game end confirmation message and the gaming device identification information U-id of its own device, which is the sender, to the relay device 14, and the relay device 14, which receives this, transfers the game end confirmation message and the gaming device identification information U-id to the cashless center 20 based on the communication relay information. The cashless center 20 receives the game end confirmation message and the gaming device identification information U-id from the relay device 14, and transmits the game end confirmation message to the mobile terminal 30, which is the destination based on the communication relay information.
[0139] The mobile terminal 30 that has received a message from the cashless center 20 confirming the end of the game displays a confirmation of the request to end the game (see, for example, FIG. 37(B1)), but if the player selects to cancel the end of the game, the refusal to end the game is accepted by the mobile terminal 30, and the message of refusal to end the game and the application identification information A-id are transmitted to the cashless center 20. In addition, the mobile terminal 30 displays that the end of the game is invalid (see, for example, FIG. 37(B2)), to notify the player that the game can be continued on the gaming machine 11 that is connected to the gaming device 12 that is virtually connected to the mobile terminal 30.
[0140] The cashless center 20, which has received the game termination refusal message and the application identification information A-id from the mobile terminal 30, transfers the game termination refusal message and the application identification information A-id to the relay device 14 of the gaming facility 10 based on the communication relay information. The relay device 14, which has received the game termination refusal message and the application identification information A-id from the cashless center 20, transmits the game termination refusal message to the gaming device 12, which is the destination based on the communication relay information. The gaming device 12, which has received the game termination refusal message from the relay device 14, displays the game termination invalid (see, for example, FIG. 37(A4)) and returns to the state before accepting the game termination operation. In other words, by making authentication on the mobile terminal 30 mandatory for a game termination request made by the gaming device 12, it is possible to prevent a game termination process from being executed against the will of the player who owns the mobile terminal 30, and it is possible to quickly respond to unauthorized operations on the gaming device 12 by a third party.
[0141] On the other hand, if a player who owns a mobile terminal 30 for which a virtual connection has been executed leaves the gaming device 12 that is the target of communication relay without performing a leaving seat process or a game end process, goes outside the store to a place where radio waves cannot reach, does not notice the game end confirmation display from the cashless center 20, or deliberately ignores the game end confirmation, it is considered that the player who owns the mobile terminal 30 does not intend to continue playing on the gaming machine 11. Therefore, even if a third party makes a game end request on the gaming device 12, if there is a high probability that the player who owns the mobile terminal 30 will not continue playing on the gaming machine 11, the virtual connection may be forcibly released and the gaming machine 11 may be released.
[0142] Fig. 38 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of a case where authentication from the mobile terminal 30 is not obtained in the process of ending a game requested by the gaming device 12. In Fig. 38, a virtual connection capable of relaying communication between the gaming device 12 and the mobile terminal 30 is established by a game start operation, and the gaming machine 11 connected to the gaming device 12 paired with the mobile terminal 30 is in exclusive possession of the player who owns the mobile terminal 30.
[0143] When a player presses a game end button from the menu of the gaming device 12 to request to end the game (see, for example, FIG. 39(A1)), a confirmation of the game end request is displayed (see, for example, FIG. 39(A2)), and when the player selects to execute the game end, the game end operation is accepted by the gaming device 12. At this time, the gaming device 12 displays a warning on the mobile terminal 30 (see, for example, FIG. 39(A3)) to inform the player that authentication is required on the mobile terminal 30. Next, the gaming device 12 transmits a game end confirmation message and the gaming device identification information U-id of its own device, which is the sender, to the relay device 14, and the relay device 14, which receives this, transfers the game end confirmation message and the gaming device identification information U-id to the cashless center 20 based on the communication relay information. The cashless center 20 receives the game end confirmation message and the gaming device identification information U-id from the relay device 14, and transmits the game end confirmation message to the mobile terminal 30, which is the destination based on the communication relay information.
[0144] Then, if there is no response from the mobile terminal 30 for a predetermined time (for example, one minute) after the cashless center 20 transmits a message confirming the end of the game to the mobile terminal 30, the intention of the player who owns the mobile terminal 30 (whether to confirm the end of the game or to refuse to end the game) cannot be known. However, if the mobile terminal 30 and the cashless center 20 are in a situation where they cannot communicate with each other, the player cannot receive game-related services from the gaming device 12 even if the virtual connection is maintained, so it is not desirable to maintain the virtual connection and make the gaming machine 11 under the exclusive use of a specific player. Also, if the mobile terminal 30 and the cashless center 20 are in a situation where they can communicate with each other, but the player is so focused on something that he does not notice the display of the game end confirmation, it is considered that the player is unlikely to return to the gaming machine 11 immediately and resume the game. It is also considered that the player is unlikely to return to the gaming machine 11 and resume the game if he notices the game end confirmation from the mobile terminal 30 but does not select whether to confirm the game end or to refuse to end the game.
[0145] Therefore, if there is no response from the mobile terminal 30 for a predetermined time after sending a message confirming the end of the game to the mobile terminal 30, the cashless center 20 determines that the communication end condition is met and forcibly cancels the relay of the communication. For example, the cashless center 20 sends a message of forced relay cancellation and application identification information A-id indicating the cancellation target to the relay device 14, and deletes (or excludes from management) the communication relay information corresponding to the mobile terminal 30 and the gaming device 12 for which the communication end condition is met. In addition, the relay device 14, which has received the message of forced relay cancellation and the application identification information A-id from the cashless center 20, sends a message of forced relay cancellation and the application identification information A-id to the gaming device 12 of the communication destination based on the communication relay information, and deletes (or excludes from management) the communication relay information corresponding to the mobile terminal 30 and the gaming device 12 that are the targets of forced relay cancellation.
[0146] Then, the gaming device 12 that has received the message of forced relay cancellation from the relay device 14 performs a game end process, cancels the communication relay with the mobile terminal 30, and displays a game end display (for example, see FIG. 39(A4)). As a result, the gaming machine 11 connected to the gaming device 12 from which the communication relay has been canceled becomes vacant and can be used by other players. Note that cases in which forced relay cancellation has been performed may be stored in the cashless center 20, and when the mobile terminal 30 from which the forced relay has been canceled communicates with the cashless center 20 via a gaming app, the mobile terminal 30 may be made to display a message informing the player of the current situation (for example, see FIG. 39(B)).
[0147] The communication termination condition as described above is determined based on the termination operation performed by the player operating the mobile terminal 30 or the gaming device 12 in which communication relay information is stored as the management object of the management function unit 100. If the gaming machine 11 is not in operation for a long time until the player performs the termination operation, the operation rate of the gaming machine 11 will be reduced accordingly. Therefore, in the gaming device 12 in which communication relay information is stored as the management object of the management function unit 100, the success or failure of the communication termination condition may be determined based on the establishment of a game termination estimation condition that indicates a high probability that the player has finished playing on the corresponding gaming machine 11. FIG. 40 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of the process in which the gaming device 12 determines the establishment of the communication termination condition and terminates the game. In Figure 40, a virtual connection capable of relaying communication between the gaming device 12 and the mobile terminal 30 is established by the game start operation, and the gaming machine 11 connected to the gaming device 12 paired with the mobile terminal 30 is in exclusive possession of the player who owns the mobile terminal 30.
[0148] Here, if the gaming information of the gaming machine 11 connected to the gaming device 12 does not change for a certain period (e.g., 5 minutes), it can be presumed that the gaming machine 11 has not been played for a certain period. For example, the gaming device 12 starts timing a certain period from the timing when the gaming machine 11 was last confirmed to be playing, and when the certain period has elapsed, it is determined that the communication termination condition has been met. Note that even if the game is not started for a certain period after the game start operation is performed and communication relay is enabled, it is presumed that the player has no intention of playing, so the communication termination condition may also be determined to be met even if the game is not played for a certain period from the completion of the game start operation.
[0149] Next, the gaming device 12 transmits a game end confirmation message and the gaming device identification information U-id of its own device, which is the sender, to the relay device 14, and the relay device 14, which receives this, transfers the game end confirmation message and the gaming device identification information U-id to the cashless center 20 based on the communication relay information. The cashless center 20, which has received the game end confirmation message and the gaming device identification information U-id from the relay device 14, transmits the game end confirmation message to the mobile terminal 30, which is the destination based on the communication relay information.
[0150] The mobile terminal 30, which has received the electronic message confirming the end of the game from the cashless center 20, displays a confirmation of the request to end the game (see, for example, FIG. 41(B1)), and when the player selects to end the game, the operation to end the game is accepted by the mobile terminal 30. The mobile terminal 30 transmits an electronic message confirming the end of the game and the application identification information A-id to the cashless center 20, and the cashless center 20, which has received this, transfers the electronic message confirming the end of the game and the application identification information A-id to the relay device 14 of the gaming facility 10 based on the communication relay information. The relay device 14, which has received the electronic message confirming the end of the game and the application identification information A-id from the cashless center 20, transmits the electronic message confirming the end of the game to the gaming device 12, which is the destination based on the communication relay information. The gaming device 12, which has received the electronic message confirming the end of the game from the relay device 14, performs a game end process.
[0151] After the game end process is performed as described above, the relay release process described above is executed, and the communication relay between the mobile terminal 30 and the gaming device 12, which is performed by the relay device 14, which is the management function unit 100, and the cashless center 20 based on the communication relay information, is released, and the gaming machine 11 connected to the gaming device 12 becomes an empty machine. After the relay release process is performed on the gaming device 12, a game end display (for example, see FIG. 41(A)) may be performed to notify that the game on the gaming machine 11 connected to this gaming device 12 has ended. Similarly, after the relay release process is performed on the mobile terminal 30, a game end display (for example, see FIG. 41(B2)) may be performed to notify that the game on the gaming machine 11 connected to the gaming device 12, whose virtual connection with this mobile terminal 30 has been released, may be performed.
[0152] If the player refuses to end the game when the end of the game is confirmed on the mobile terminal 30, the end of the game may be invalidated to respect the player's wishes, and the player who owns the mobile terminal 30 may continue to have exclusive use of the gaming machine 11 connected to the gaming device 12. However, if there is no response for a predetermined period of time after the end of the game confirmation is made to the mobile terminal 30, it is not desirable to allow the player who owns the mobile terminal 30 to have exclusive use of the gaming machine 11. Therefore, if the gaming machine 11 is released so that a third party can use it, a decrease in the operating rate of the gaming machine 11 can be prevented.
[0153] Fig. 42 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of a case where authentication from the mobile terminal 30 is not obtained in the process of the gaming device 12 determining that the communication end condition is met and ending the game. In Fig. 42, a virtual connection capable of relaying communication between the gaming device 12 and the mobile terminal 30 is established by a game start operation, and the gaming machine 11 connected to the gaming device 12 paired with the mobile terminal 30 is in exclusive possession of the player who owns the mobile terminal 30.
[0154] When the gaming device 12 determines that the communication end condition is met because the gaming information in the gaming machine 11 connected to the gaming device 12 does not change for a certain period of time (e.g., 5 minutes), it transmits a game end confirmation message and the gaming device identification information U-id of its own device, which is the sender, to the relay device 14, and the relay device 14, which receives this, transfers the game end confirmation message and the gaming device identification information U-id to the cashless center 20 based on the communication relay information. The cashless center 20, which receives the game end confirmation message and the gaming device identification information U-id from the relay device 14, transmits the game end confirmation message to the mobile terminal 30, which is the destination based on the communication relay information.
[0155] Then, if there is no response from the mobile terminal 30 for a predetermined time (for example, one minute) after the cashless center 20 sends a message confirming the end of the game to the mobile terminal 30, it determines that the communication end condition is met, and in order to forcibly cancel the communication relay, it sends a message of forced relay cancellation and the application identification information A-id indicating the cancellation target to the relay device 14, and deletes (or excludes from management) the communication relay information corresponding to the mobile terminal 30 and gaming device 12 for which the communication end condition is met. Also, the relay device 14, which has received the message of forced relay cancellation and the application identification information A-id from the cashless center 20, sends a message of forced relay cancellation and the application identification information A-id to the gaming device 12 of the communication destination based on the communication relay information, and deletes (or excludes from management) the communication relay information corresponding to the mobile terminal 30 and gaming device 12 that are the targets of forced relay cancellation.
[0156] Then, the gaming device 12 that has received the message of forcible relay cancellation from the relay device 14 performs a game end process, cancels the communication relay with the mobile terminal 30, and displays the game end. As a result, the gaming machine 11 connected to the gaming device 12 from which the communication relay has been cancelled becomes an empty machine and can be used by other players. If the mobile terminal 30 that has received confirmation of the game end from the cashless center 20 refuses to end the game, the game end is invalidated and the gaming machine 11 connected to the gaming device 12 can be continued exclusively by the player who owns the mobile terminal 30. However, there may be cases where it is not desirable to maintain the virtual connection between the mobile terminal 30 and the gaming device 12. For example, even after the game end is invalidated, if the communication end condition is met again without the player playing the gaming machine 11, it is assumed that it is not desirable to allow the player who owns the mobile terminal 30 to exclusively use the gaming machine 11. Therefore, the cashless center 20 or the relay device 14 may store the fact that the game end condition has been met, and when the game is interrupted (or the game is not started) and the communication end condition is met a predetermined number of times (e.g., 2 to 3 times), the relay may be forcibly released and the gaming machine 11 may be released.
[0157] In the above-mentioned gaming system 1, when a virtual connection between the mobile terminal 30 and the gaming device 12 is established, the gaming machine 11 connected to the corresponding gaming device 12 is exclusively used by the player who owns the mobile terminal 30, which should be highly convenient for the player, but the freedom of the player is restricted because he is tied to the gaming machine 11. For example, in a conventional gaming establishment 10 that uses recording media such as IC cards and IC coins, when a player stops playing on the gaming machine 11 and leaves his seat, he can remove the recording media from the gaming device 12 and carry it with him, so that he may find another good machine while he is away and start playing on that machine without returning to the machine he is away from. In this case, if there is a restriction that a player must return to the gaming device 12 where he set the absence and perform an operation to cancel the absence or end the game, the desired machine may be taken by another player during that time, which is inconvenient for the player. Therefore, in this gaming system 1, if a player can move a machine by a simple operation when the player desires to move the machine, the convenience of the player can be further improved. The process for enabling the machine movement will be described with reference to Figs. 43 to 47.
[0158] 43 to 45 are communication sequence diagrams between a gaming device B (hereinafter referred to as a gaming device 12B), a gaming device A (hereinafter referred to as a gaming device 12A), a relay device 14, a cashless center 20, and a mobile terminal 30, showing an example of a process of performing a machine movement requested from a mobile terminal 30, and FIG. 43 shows the first part, FIG. 44 shows an interruption, and FIG. 45 shows the second part. In FIG. 43, a virtual connection capable of relaying communication between the gaming device 12A and the mobile terminal 30 is established by a game start operation, and the gaming machine 11 connected to the gaming device 12A paired with the mobile terminal 30 is in a state of being exclusively used by the player who owns the mobile terminal 30. In addition, the player who owns the mobile terminal 30 is performing an away-from-seat process, and an away-from-seat display (for example, see FIG. 47(A1)) is displayed on the gaming device 12A, and other players cannot play.
[0159] If a player wishes to play on an empty machine that he found while away from his seat, he selects machine transfer from the gaming app on the mobile terminal 30 (see, for example, FIG. 46(1)), which enables the reading of a QR code (registered trademark) (see FIG. 46(2)). After or before performing this machine transfer operation on the mobile terminal 30, a game start operation is performed on the touch panel of the gaming device 12B corresponding to the destination gaming machine 11. For example, as shown in FIG. 47(B1), pressing the start game button displayed on the screen is the start game operation, and a two-dimensional code as shown in FIG. 47(B2) is displayed.
[0160] When the two-dimensional code displayed on the gaming device 12B is read by the mobile terminal 30 as described above, the gaming device identification information U-idB and the gaming store identification information H-id can be obtained from the two-dimensional code. Here, the mobile terminal 30 displays a confirmation of the unattended machine A (the gaming machine 11 connected to the gaming device 12A with the gaming device identification information U-idA) and the destination machine B (the gaming machine 11 connected to the gaming device 12B with the gaming device identification information U-idB) (see FIG. 46(3) for example), and prompts the player to perform a confirmation operation. When the player performs a confirmation operation on the mobile terminal 30, the application identification information A-id, the gaming store identification information H-id, and the machine transfer information (information including the disconnection of the gaming device identification information U-idA and the connection of the gaming device identification information U-idB) are transmitted to the cashless center 20. In addition, in the present gaming system 1, when moving a machine, authentication is required at the destination machine B, so a display prompting authentication at machine B (for example, see FIG. 43(4)) is displayed.
[0161] The cashless center 20, which has received the machine movement information and the like from the mobile terminal 30, provisionally registers the application identifying information A-id, gaming device identifying information U-idB, and gaming store identifying information H-id as communication relay information, and transmits the application identifying information A-id and the machine movement information to the relay device 14 of the gaming store 10 identified by the gaming store identifying information H-id. The relay device 14, which has received the application identifying information A-id and the machine movement information from the cashless center 20, provisionally registers the application identifying information A-id and gaming device identifying information U-idB as communication relay information, and transmits the communication relay information including the application identifying information A-id to the gaming device 12B identified by the gaming device identifying information U-idB.
[0162] The gaming device 12B that receives the communication relay information from the relay device 14 displays an authentication screen as shown in FIG. 47(B3) and waits for the player to perform an authentication operation. For example, if the application identification information A-id displayed on the screen of the mobile terminal 30 on which the gaming application is running is correctly input to the screen of the gaming device 12, the authentication judgment result will be OK. In this case, the contents of the authentication operation by the player are not particularly limited, and it is sufficient to confirm the probability that the holder of the mobile terminal 30 and the player operating the gaming device 12B are the same, such as a passcode arbitrarily generated by the mobile terminal 30 or a password set when the player who owns the mobile terminal 30 registers as a member in the gaming application. If the authentication judgment result is OK, the gaming device 12B transmits a message indicating the authentication result OK to the relay device 14, together with its own gaming device identification information U-idB indicating the sender. Thereafter, the gaming device 12 displays a game start indication (see, for example, FIG. 47(B4)) for a predetermined period of time, and then displays a normal indication (see, for example, FIG. 47(B5)) indicating that the game can be continued.
[0163] The relay device 14, which has received the electronic message indicating the authentication result is OK and which includes the gaming device specifying information U-idB from the gaming device 12B, properly registers the combination of the provisionally registered application specifying information A-id and the gaming device specifying information U-idB as communication relay information. Then, the relay device 14 transfers the electronic message indicating the authentication result is OK and which includes the gaming device specifying information U-idB to the cashless center 20, which is the destination based on the properly registered communication relay information. The relay device 14 also transmits a message indicating that the game has been finished to the gaming device 12A corresponding to the absent gaming machine 11, based on the communication relay information corresponding to the combination of the application specifying information A-id and the gaming device specifying information U-idA.
[0164] The cashless center 20, which has received the electronic message indicating the authentication result is OK and which includes the gaming device specifying information U-idB from the relay device 14, officially registers the combination of the provisionally registered application specifying information A-id, the gaming device specifying information U-idB, and the gaming store specifying information H-id as communication relay information. Then, the cashless center 20 transfers the electronic message indicating the authentication result is OK and which includes the gaming device specifying information U-idB to the mobile terminal 30, which is the destination based on the officially registered communication relay information. As a result, a virtual connection between the mobile terminal 30 and the gaming device 12B is established, but the mobile terminal 30 waits until the communication relay with the gaming device 12A is released.
[0165] The gaming device 12A, which has received the message confirming the end of the game from the relay device 14, performs a game end process, cancels the communication relay by deregistering the mobile terminal 30 that is the communication destination through the virtual connection, and transmits a message canceling the relay and the gaming device identification information U-idA to the relay device 14. The gaming device 12A also displays the end of the game (see FIG. 47(A2) for example), thereby displaying that the gaming machine 11 connected to the gaming device 12A can be freely used, and then returns to the normal display, such as the normal menu for starting the game and a demo screen.
[0166] The relay device 14, which has received the relay cancellation message and the gaming device identifying information U-idA from the gaming device 12A, transfers the relay cancellation message and the gaming device identifying information U-idA to the cashless center 20, and deletes the communication relay information set for the application identifying information A-id and the gaming device identifying information U-idA (or removes it from the management target and stores it in the past communication relay information history). The cashless center 20, which has received the relay cancellation message and the gaming device identifying information U-idA from the relay device 14, transmits a relay cancellation message to the mobile terminal 30, which is the destination based on the communication relay information, and deletes the communication relay information set for the application identifying information A-id and the gaming device identifying information U-idA (or removes it from the management target and stores it in the past communication relay information history).
[0167] The mobile terminal 30, which has received the message of relay cancellation from the cashless center 20, cancels the communication relay with the waiting gaming device 12A and displays the completion of the machine movement (for example, see FIG. 47(5)). This allows the player to confirm that the game at machine A (the gaming machine 11 corresponding to the gaming device 12A) where the leaving process was performed has ended and that the player can now play at machine B (the gaming machine 11 corresponding to the gaming device 12B) where the new operation to start playing has been performed.
[0168] The above describes the gaming system according to the present invention based on an embodiment, but the present invention is not limited to this embodiment, and the scope of the rights encompasses all gaming systems that can be realized as long as the configuration described in the claims is not changed. [Explanation of symbols]
[0169] 1 Gaming System 10. Amusement stores 11 Gaming machines 12 Gaming devices 14 Repeater 20 Cashless Center 30 Mobile Devices 100 Management Function Department
Claims
1. a gaming device that is installed in association with a gaming machine that can be played using a gaming value and that can provide a gaming-related service that is an arbitrary service related to a game; a mobile terminal possessed by a player and capable of operating a gaming application program that allows the player to use the gaming-related services provided by the gaming device; A management function unit capable of communicating with both the gaming device and the mobile terminal; A gaming system including: the gaming device includes a gaming device identification information presenting means for generating and displaying an optically readable code including unique gaming device identification information set in the gaming device itself, based on an operation for starting a game by the player; The mobile terminal includes: a gaming device identification information acquisition means for acquiring the gaming device identification information from the optically readable code displayed on the gaming device identification information presentation means based on the player's operation of the gaming application program; a communication relay information transmitting means for transmitting communication relay information including the gaming device identification information acquired by the gaming device identification information acquiring means and unique application identification information set in the gaming application program to the management function unit; Equipped with The management function unit includes: a communication relay information management means for managing the communication relay information transmitted from the portable terminal until an operation to end a game is performed by the player who owns the portable terminal identified based on the communication relay information, or until a game end estimation condition is established that indicates that the player who owns the portable terminal identified based on the communication relay information has likely ended a game on the gaming machine corresponding to the gaming device identified based on the communication relay information; a communication relay execution means for relaying communication between the portable terminal and the gaming device, the communication relay information being managed by the communication relay information management means; Equipped with A gaming system comprising:
2. The gaming system described in claim 1, characterized in that the communication relay information management means of the management function unit manages the communication relay information only when an appropriate authentication result is obtained from the gaming device identified based on the communication relay information transmitted from the mobile terminal.
3. The gaming device is capable of providing, as the gaming-related service, a game value converted into the gaming value and provided to the gaming machine; the management function unit comprises a value management means for managing the deposit and withdrawal of the value linked to unique mobile terminal identification information set in the mobile terminal, and for imparting a part or all of the value to the gaming device corresponding to the mobile terminal identified based on the communication relay information that is managed by the communication relay information management means based on a predetermined value imparting condition being satisfied; The gaming system described in claim 1 or claim 2, characterized in that the player can operate the mobile terminal and / or the gaming device identified based on the communication relay information managed by the communication relay information management means of the management function unit to request a gaming value conversion, thereby enabling the game-related service to be used in which a part or all of the valuable value assigned to the gaming device is converted into the gaming value and assigned to the gaming machine.
4. The gaming system described in claim 3, characterized in that the valuable management means of the management function unit receives a valuable-value granting request transmitted by the player operating the gaming device, and determines that the valuable-value granting condition is met when approval for the valuable-value granting request is received from the gaming application program running on the mobile terminal.
5. The gaming system described in claim 3, characterized in that the valuable management means of the management function unit receives a valuable-value granting request sent by the player operating the gaming application program running on the mobile terminal, and determines that the valuable-value granting condition is met when approval for the valuable-value granting request is received from the gaming device.
Citation Information
Patent Citations
Game system
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